Category Archives: Luxmax

LuxMax 3DsMax 2018 OpenCL

A big milestone has been reached in the LuxMax render plugin tonight, the OpenCL version now works, and uses the GPU. This means a huge speed improvement. Here is the first test render I did during the implementation. As you see the GPU sits at 46% in this example, I have tested other scenes too with 98% utilization. Also all OpenCL related settings can be tweaked in the render panel soon, this is what I’m going to fix next.

Expect a new release with OpenCL soon.

My render exporter \ integration project

The current renderer I’m writing a exporter for
(and later a proper integration) into blender is Pbrt.

The reason why I chose this renderer is because I have the book and I really like the renderer, and having a proper exporter \ integration of this renderer in blender is something a lot of people might find useful, especially if they have the book and want to really test the renderer.

And as you might know – many of the render engines on the market today started as Pbrt source code.

As you can see on my site I used to work with 3dsmax, but I’ve always had my eye on Blender,
and recent events with 3dsmax\Autodesk made me switch over full time to Blender.
I have been developing Luxmax (3dsmax integration of LuxRender for 3dsmax) for many years, but now I feel
that blender is where the future is, it is the best open source 3d application that exists today, and it will continue to be that,
so investing time into it is not something I’ll regret in any way.
And the best part of ditching 3dsmax is that you can get rid of windows at the same time, I now exclusively use Debian.

One other important reason why I do this is that I want to get more into the render engines as well, I want to be able to add to it, implement new things, learn new stuff, and that’s why I choose pbrt , the book really completes it.

Luxrender already has a great plugin for blender, and later I will most likely join the development on that,
but for now (since I’m busy with work and family life) I need a project I can do in my own tempo, and I need to learn all the nuts and bolts in blender.
Switching from 16 years of 3dsmax to Blender was surprisingly easy, and developing for it is not hard either, I’m used to maxscript\c++ so I feel
right at home with Python and c\c++ in Blender.

I have not decided yet if this will be a open source script, fully free, or if  you should be able to buy it instead (or maybe try the ‘patreon‘ thing).
I will decide on that in a bit once it’s more feature complete, currently it’s in its infancy.

For now I have a simple test render with a basic shader:

Status of LuxMax

Some of you readers might already know I’m the main developer of LuxMax.
The current status is very positive, I’ve released several stable versions now and added  a lot of new shaders.

The biggest improvement is stability, now you can leave the renders for days without any memory leak or such.
Also the new shaders lets you play around and create much more advanced materials then before.
This is my main focus right now – add all missing shadres \ textures \ features.

The development of LuxMax happens here:

Here is a test render I did this weekend, showing some of the new shaders and the DOF.

Technical test renders

I collected some of my old renders that I’ve done during the development
of a render plugin I actively developed for many years.
They are test renders of specific features that I implemented.

These where made during the development of Luxrender 3dsmax plugin.

Metal \ Glass IOR


Metal \ Glass \ Glossy material

test_render_some_stuffMetal \ Glass \ Glossy material

DOF (depth of field test) and again – glass and glossy (I love that)


Testing of DOF and metal \ glass shaders, and ‘Matte’ shader


Showing the difference between light ‘architectural’ glass and regular glass with IOR (arch glass on the right).  lux_ior_works_again

Shader test, metal \ carpaint and translucent shader test.lux07_mat_test
Again a extreme DOF test.
Here I implemented UV mapping (flipped up side down for test).

Showing that you can load ‘metal data’ and render physically correct metal (nk data).nxdata_clean_render

New release of Luxmax internal renderer for 3dsmax

Today I pushed out a new release of Luxmax internal renderer.
The open source renderer which integrates luxrender directly into 3dsmax.
We’ve been working hard the past months to get new things added.

Some of these features are:
Material preview.
Basic support for Architectural materials (Brushed metal, mirror, glass).
Matte material supports diffuse texture and bumpmap.
And many other improvements.

I made a small example render that shows the latest features.

To read more about it – visit the Luxmax forum post.