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I am not very far into this yet, but I'm working on a Cycles renderer plugin for 3ds max. So far I can get the camera transform (almost) set up right and render all the meshes in the scene at their correct transforms and object color (but not any real materials). I also have progressive rendering working because cycles gave that to me for basically no work. Up next is the long slog of mapping max materials to cycles shaders.
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# ¿ Oct 26, 2015 05:04 |
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# ¿ May 20, 2024 10:41 |
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Rahu posted:I am not very far into this yet, but I'm working on a Cycles renderer plugin for 3ds max. Small update on the progress I've made here since october. I've rewritten basically everything as I didn't have a good handle on the max API at first. Now that I do I've been able to reogranize all my bits and bobs in a better way. I also gave up on the effort to map max materials because that was really just a mess. I have a bad approximation of the standard material in and I'm working on building support for the native cycles material types in the max node editor. Recently, I added the emissive material as well as support for most of Max's native texture types like bitmaps, which together allowed me to produce this art!
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# ¿ Dec 18, 2015 13:48 |