User avatar
By simmsimaging
#335898
Is it possible to rotate an image map in UV space as you can with the standard Max bitmap loader? (i.e rotate in W) It is useful for adjusting scratch maps etc without needing to re-create actual maps on angles or use multiple UV sets.

Also: how do you instance a map inside a Maxwell material? Using the same map in multiple slots, and I assume Maxwell is efficient enough to only load it once, but I want to be able to adjust things like UV tiling and only have to do it once instead of 5 or more times etc.

Thanks/b
User avatar
By Mihnea Balta
#335907
It is not possible to use UV rotation in Maxwell. We will see if we can add support for that in a future build.

To instance a map, simply drag it from one slot to another and select "Instance" in the dialog which pops up.
User avatar
By simmsimaging
#335950
UV rotation would be useful for sure. It provides a nice way to combine maps and hide some repetitions as well as adding variation.

Thanks for the instance answer. I actually forgot that I ran into the problem in Studio though (went there to try and find rotation). How do you instance in Studio?

Also: will the Slate editor be fully supported at some point? Right now the texture maps do not seem to show there.

B
User avatar
By Mihnea Balta
#335981
You can't instance maps in Studio, as far as I know.

We'll check the issue with the slate material editor, but there' not much point in using that with Maxwell materials, because you can't build shading networks with them. Internally, the material has a node structure, but it's only to simplify the implementation in Max, you can't edit in in any interesting way (a BSDF slot will always contain a BSDF node, you can't add a texture there, or a layer).
User avatar
By simmsimaging
#336012
Mihnea Balta wrote:You can't instance maps in Studio, as far as I know.

We'll check the issue with the slate material editor, but there' not much point in using that with Maxwell materials, because you can't build shading networks with them. Internally, the material has a node structure, but it's only to simplify the implementation in Max, you can't edit in in any interesting way (a BSDF slot will always contain a BSDF node, you can't add a texture there, or a layer).

Thanks Mihnea

I find the Slate editor is particularly useful for texture maps, especially for adjusting maps instanced around complex materials, so even adding access to the texture map slots via Slate would be helpful IMO, but if its not possible then its not possible.
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