By JDHill
#339178
Maxwell for Cinema 4D
Version 2.5.1.4 Release Notes

This version brings Maxwell Fire to the plugin, the ability to import Maxwell MXS files, and compatibility with Maxwell Render 2.5.1.

Changes
  • Compiled for compatibility with Maxwell Render 2.5.1.
  • The Camera tag now always takes its FPS setting from the active Cinema render settings.
  • Scene Object > Animation now uses Cinema render settings values for from, to, and step.
  • The pixel aspect set in Cinema's render settings is now transferred into the Maxwell camera.
  • Added the ability to read MXS files into Cinema (see Preferences > Import/Export > Maxwell MXS Files).
  • Made auto-refresh in the material editor optional; see toggle button next to the Refresh Preview button.
  • Added Maxwell Fire functionality, both for Scene rendering and in the plugin's material editor.
  • Added new 'Render previews for converted materials' option to the Convert Cinema Materials command.
  • Added new Maxwell 2.5-style SSS Preset material wizards.
  • Added Advanced Wizard option to either modify the current material, or create a new one.
  • Added new Shutter-based Blur option, which blurs objects and cameras based on FPS and camera shutter.
  • Motion blur is now interpolated using the current frame plus and minus half the computed time span.
  • Export filenames for animations now use the associated Cinema frame number, rather than starting at zero.
  • Added 'Randomize all' function for Material ID colors (button located in main Material page).
  • Added 'Pre-roll Timeline' option, which animates the document through all frames prior to the one being exported.
Fixes
  • Auto-refresh materials button was not working; it is now a button in R12, and a preference elsewhere.
  • The positions of dynamic objects could still vary slightly frame-to-frame, even with Pre-roll Timeline enabled.
  • Scene Object > output format and bpc setting dropdowns were functioning incorrectly.
  • Cinema and 3rd-party shaders were not being asked to generate alpha-based textures correctly.
  • Removing or disabling displacement in a Maxwell material would produce a crash.
  • New materials by the New Material command were not auto-refreshed.
  • Material editor was not pre-populated with current material when opened from menu/toolbar.
  • Deleting material components from the material editor, by the delete key, could crash Cinema.
  • Fire view not being updated when camera moved by Space Mouse; this may or may not be fixed now.
  • UVs could be exported incorrectly for polygon selections which resided in an object hierarchy.
  • A memory leak could occur when polygon geometry was lacking UV coordinates.
  • Linear workflow was not being taken into account for viewport bitmaps under Cinema R12.
  • Mismatches between MXED and the plugin in AGS and SSS material wizards.
By Josephus Holt
#339468
yes indeed, looks like a LOT of work went into this. I'm so glad you're the "man" for Rhino and C4D (emphasis on "you") :D

JD, can you elaborate a little on "Added Maxwell Fire functionality, both for Scene rendering and in the plugin's material editor."?

Joe
By JDHill
#339472
That just means that you have the Fire window in the plugin for rendering scenes, and that material previews in the plugin's material editor are also rendered interactively using Fire, rather than being rendered via maxwell.exe in a separate process, as was the case previously in non-Fire-enabled plugins. Does this answer your question, or have I missed it?
By Josephus Holt
#339547
JDHill wrote:That just means that you have the Fire window in the plugin for rendering scenes, and that material previews in the plugin's material editor are also rendered interactively using Fire, rather than being rendered via maxwell.exe in a separate process, as was the case previously in non-Fire-enabled plugins. Does this answer your question, or have I missed it?
You answered it, thank you.
Sketchup 2025 Released

Thank you Fernando!!!!!!!!!!!!!!!!!!!!!!!!!!! hwol[…]

I've noticed that "export all" creates l[…]

hmmm can you elaborate a bit about the the use of […]

render engines and Maxwell

Funny, I think, that when I check CG sites they ar[…]