By sandykoufax
#315551
I found that it occured when using multi/sub-ojbect material which contains standard material and maxwell material together.

When I convert all standard materials to maxwell materials, it's correctly visible.

I think it's a bug, but needs confirm by others.


ps) I found another case,

In case of using maxwell materials only, if I instance one sub-materials to another slot, those polygons which assinged instanced material disapeared in viewport.

And then If I click 'make unique' icon, it appears again.

Very strange.
User avatar
By Mihnea Balta
#315553
We kew about the problem with mixing Maxwell and standard materials inside a multi-material. It's a limitation in the Max SDK and we haven't found a workaround yet. We'll investigate the other problem with the instanced materials.
By sandykoufax
#315672
Bogdan Coroi wrote:Just a curiosity, why are you using a 3dsmax Standard Material?
I'm not using standard material for maxwell.

Just a process.

1. click standard material

2. change it to multi/sub-ojbect material

3. change the diffuse colors of them to distinguish assigned polygon

4. change standard sub-materials to maxwell materials one by one.

of course, it's not a critical bug than others(if it is) and I can do this by chang the process to 1-2-4-3

I just reported it because when we use 1.7x, I did not seen this.

And bug is a bug. :wink:
User avatar
By Mihnea Balta
#315674
1.7 didn't have this problem because it didn't do its own viewport drawing. In order to show layer blending and color correction in the viewport, the 2.0 plug-in has to draw the geometry by itself, and Max has a number of issues in that area. One of the issues is that, when a multi-material is used, Max calls our shader to draw the parts which use Maxwell materials (in an extremely convoluted fashion, but at least it calls it), but "forgets" to call its own drawing code for the remaining parts.
By nobski
#316393
We have the same here
looks like if a spline (for example) in a shape is extruded and then a edit poly added to the stack then a multimat applied
whole chunks of my buildings were invisible

we converted those elements to poly (or mesh) and problem went away.

:-)
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