- Thu May 10, 2012 3:58 pm
#355842
Hello,
i find LW plugin quite pleasant to work with, Maxwell has entered nicely in our production pipeline. Congrats !
But i've two important questions to ask:
- LW instancing support. LW 11 sdk has been built so it can easily feed instancing info to any engine, so i think it's not a too difficult task and it would make thinbgs much better/easier
- MXED support into LW. Best workflow, by far, is working totally into host app, preview in FIRE and then send render to network. We never use Studio if not for specific tasks. Biggest limitation into LW is Maxwell Shader. It's based upon LW layers so it has not all contrast/gamma/UV controls we get in maxwell editor - and as you know it's crucial to tweak each single texture to get desired result. Now, if i need a slightly brighter texture in reflectance 90°, i've toedit texture in photoshop, sve it and load it. No way. So i think it would be better to have another option, a shader which directly opens MXED with its own GUI. Another solution is referencing: the shader could just point to a saved file, and we could edit it with MXED (without having it integrated into LW). BTW latter solution is worse
thanks,
Paolo
i find LW plugin quite pleasant to work with, Maxwell has entered nicely in our production pipeline. Congrats !
But i've two important questions to ask:
- LW instancing support. LW 11 sdk has been built so it can easily feed instancing info to any engine, so i think it's not a too difficult task and it would make thinbgs much better/easier
- MXED support into LW. Best workflow, by far, is working totally into host app, preview in FIRE and then send render to network. We never use Studio if not for specific tasks. Biggest limitation into LW is Maxwell Shader. It's based upon LW layers so it has not all contrast/gamma/UV controls we get in maxwell editor - and as you know it's crucial to tweak each single texture to get desired result. Now, if i need a slightly brighter texture in reflectance 90°, i've toedit texture in photoshop, sve it and load it. No way. So i think it would be better to have another option, a shader which directly opens MXED with its own GUI. Another solution is referencing: the shader could just point to a saved file, and we could edit it with MXED (without having it integrated into LW). BTW latter solution is worse

thanks,
Paolo