Difference between revisions of "MaxToLux Plugin Reference Manual"

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(MaxToLux reference)
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==Materials==
==Materials==


All materials are supported
List Of shaders/materials




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==Lights==
==Lights==


LuxToMax Has own Light source.
List Of lights source.


     Common parameters
     Common parameters
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     Sky Light  
     Sky Light  


some options maybe ignored.


===Default lights===
===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 light.
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==
==Cameras==


LuxToMax Has own 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.
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.

Revision as of 20:02, 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.

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