feature requests

Discussion related to the exporter plugin for Autodesk 3ds Max.

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Re: feature requests

Postby patro » Fri Nov 19, 2010 3:05 pm

hey,

nice test... but what about the black linear area to see under the shelf in first image....
or the black area to see in the teapot in the center?

it's a glossy material... but as I know the glossy one is now called glossy lossy and there is a new glossy material... that works better with 0.7 version.

anyway nice tests and incredible progress in image quality
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Re: feature requests

Postby hedphelym » Fri Nov 19, 2010 3:26 pm

black inside teapot is because it's not a "closed" mesh. just thin "paper".
there is no mesh on the inside.

the black under the shelf is happening because the mesh is not dense enough,
this is before:
black_reflection_Error.jpg

result:
glossy_blackbody_lampspectrum.jpg


I then apply a "turbosmooth" to the shelf:
black_reflection_No_Error.jpg


and the result is flawless, so don't worry about black lines, just make sure mesh is dense enough.
black_reflection_Error_result_dense_mesh.jpg


this is also the same thing with chamfer boxes etc.. (just so you know), the mesh is not dense enough as "default" when you create the object.
8-)
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Re: feature requests

Postby patro » Fri Nov 19, 2010 3:36 pm

thank you for the answer :)

so this mean that I most probably will not have problem with my imported obj from rhino
they are just dense enough 8-)
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Re: feature requests

Postby Lord Crc » Fri Nov 19, 2010 5:02 pm

hedphelym wrote:the black under the shelf is happening because the mesh is not dense enough


Looks awfully lot like smoothed mesh without "edgesplit" as we call it in Blender, causing normals to point into the wall or something.
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Re: feature requests

Postby hedphelym » Fri Nov 19, 2010 5:19 pm

this is a question I've been wondering about for a while:

When you split the mesh like that, does that not cause renders to take longer? or that light leaks into model?
(If I understand the splitting correctly, then you "detach" the faces based on smoothing angle \ texture), correct?
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Re: feature requests

Postby patro » Fri Nov 19, 2010 5:23 pm

Lord Crc wrote:
hedphelym wrote:the black under the shelf is happening because the mesh is not dense enough


Looks awfully lot like smoothed mesh without "edgesplit" as we call it in Blender, causing normals to point into the wall or something.


the edgesplit for 3dsmax is the smoothing group option..... while the turbosmooth a modifier is like the blender smooth but an heavier version.
the black patch will avoid by tessellating the surface through the turbosmooth.... and not by subdividing the surface in groups surfaces.

as I know... for max & LuxRender works better increasing face subdivision instead to use smoothing groups
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Re: feature requests

Postby hedphelym » Sat Nov 20, 2010 6:26 pm

all shaders is now working.
I just have some minor tweaks to do in the camera GUI, and then I can release this first scripted version of luxmax.

I hope to finish tomorrow, but might be a couple of days.
I'm rendering out my test scene now over night, I'll post it tomorrow.

the luxmax exporter (with all scripted materials, cameras etc) is now about 4000 lines of script :)
Growing fast.
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Re: feature requests

Postby hedphelym » Sun Nov 21, 2010 5:21 am

Im proud to announce the first version of the new exporter...

http://www.luxrender.net/forum/viewtopic.php?f=33&t=4926&p=51367#p51363
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Re: feature requests

Postby patro » Mon Nov 22, 2010 6:24 am

hedphelym wrote:this is a question I've been wondering about for a while:

When you split the mesh like that, does that not cause renders to take longer? or that light leaks into model?
(If I understand the splitting correctly, then you "detach" the faces based on smoothing angle \ texture), correct?

could this topic viewtopic.php?f=8&t=4923 be part of the answer?
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Re: feature requests

Postby Lord Crc » Mon Nov 22, 2010 10:21 am

hedphelym wrote:When you split the mesh like that, does that not cause renders to take longer? or that light leaks into model?
(If I understand the splitting correctly, then you "detach" the faces based on smoothing angle \ texture), correct?


Yes thats pretty much what happens, if an edge is shared by two faces with different smoothing groups (iirc), or the faces make a sharp angle along that edge in EdgeSplit, you duplicate the vertexes of the edge and assign one pair to each face. Since the vertex positions remain unchanged this will not affect rendering as such, other than normals.

However it did affect things like subdiv until last week :)
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