Difference between revisions of "MaxToLux Plugin Reference Manual"

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Line 39: Line 39:




archglass
    archglass
carpaint
    carpaint
cloth
    cloth
glass
    glass
glossy2
    glossy2
glossytranslucent
    glossytranslucent
glossycoating
    glossycoating
matte
    matte
mattetranslucent
    mattetranslucent
metal2
    metal2
mirror
    mirror
mix
    mix
null
    null
roughglass
    roughglass
roughmatte
    roughmatte
velvet
    velvet


===Architectural material===
===Architectural material===
Line 67: Line 67:


More features are added as we progress.
More features are added as we progress.
==Maps/Textures==
List Of Maps/Textures.
    add
    Type: subtract
    Type: band
    Type: checkerboard3d
    Type: checkerboard2d
    Type: dots
    Type: mix
    blender_magic
    blender_noise
    constfloat1
    fbm
    fresnelapproxk
    fresnelapproxn
    hitpointalpha
    hitpointcolor
    hitpointgrey
    normalmap
    scale
    wrinkled
    abs
    clamp
    divide
    objectid
    objectidcolor
    objectidnormalized
    dotproduct
    power
    lessthan
    greaterthan
    shadingnormal
    position
==Volumes==
List Of Volumes.
    Clear
    Homogeneous
    Heterogeneous


==Lights==
==Lights==

Revision as of 21:53, 11 January 2020

Introduction

MaxToLux is the 3dsMax internal plugin to render directly inside 3dsmax using LuxCoreRenderer API. The plugin(s) is written in c++. MaxToLux is still under development and needs more work to be a complete renderer.

The original forum discussion about this topic can be found here

Screenshot by Omid Ghotbi (TAO)


MaxToLux is written in C++, and it's integrated into the

interface like most other renderer plugins and natively

utilizes the LuxCore interface.

This renderer plugin is still in an early stage of development.

If you want to contribute by testing the plugin, suggesting

features or by joining the developer team refer to this thread

for more information.




Report bugs & feature requests

For now, you can report any bugs and suggestions in MaxToLux Subforum until bug tracker gets ready.

Supported features

Materials

List Of shaders/materials


   archglass
   carpaint
   cloth
   glass
   glossy2
   glossytranslucent
   glossycoating
   matte
   mattetranslucent
   metal2
   mirror
   mix
   null
   roughglass
   roughmatte
   velvet

Architectural material

We try to support the standard material 'Architectural material'. This is so that users of the architectural application can more easily render their scenes without converting the shaders. This is work in progress, but currently, it supports:

Template settings:

   Glass
   Metal brushed
   Mirror 

More features are added as we progress.

Maps/Textures

List Of Maps/Textures.

   add
   Type: subtract
   Type: band
   Type: checkerboard3d
   Type: checkerboard2d
   Type: dots
   Type: mix
   blender_magic
   blender_noise
   constfloat1
   fbm
   fresnelapproxk
   fresnelapproxn
   hitpointalpha
   hitpointcolor
   hitpointgrey
   normalmap
   scale
   wrinkled
   abs
   clamp
   divide
   objectid
   objectidcolor
   objectidnormalized
   dotproduct
   power
   lessthan
   greaterthan
   shadingnormal
   position

Volumes

List Of Volumes.


   Clear
   Homogeneous
   Heterogeneous


Lights

List Of lights source.

   Common parameters
   sun
   sky2
   infinite
   point
   mappoint
   sphere
   mapsphere
   spot


MaxToLux translates these standard lights into LuxCoreRender lights:

   Omni
   Spot Light
   Directional Light
   Sky Light 

some options maybe ignored.

Default lights

if there is no light in the scene, the plugin will automatically create a skylight as a Default light in the scene. It'll work as ambient/global/sun light.

Cameras

List of LuxToMax Cameras.

   perspective
   orthographic

However, we support the standard 'target camera' and 'physical target camera. We will add support for 'viewport' type rendering soon. Also, a custom LuxCoreRender camera with all the LuxCoreRender camera settings in its GUI will be created as soon as we have time.

Examples and Demos

TODO