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Proposal for future version of exporter

Posted: Wed Feb 01, 2012 11:38 pm
by Rogurt
Hello again

For some future versions I could think of some way of clever linking of c4d materials and mxm. Maybe if one klicks the convert material button a mxm is (visibly) created and put on an c4d layer so I can seperate them from c4d materials. An additional Tag is put on the object but only activated during export. As a result I can edit in Viewport with procedural shaders and extended shading capabilities and on top have the automatically generated mxm tweaked to my liking while they update the texture that might have been changing in the c4d material“s channel.

Kind of what I do now manually by texture tag export script and mxm tags on objects with only on backside of polygons (still time consuming and buggy).

If you give someone an inch...

Cheers,
Rogurt

Re: Proposal for future version of exporter

Posted: Fri Feb 03, 2012 4:26 am
by JDHill
I'm not sure what you mean by this:
An additional Tag is put on the object but only activated during export.
It sounds a bit like what was discussed earlier, here. Something like this would already be possible (and intuitive) if layers worked for enabling/disabling materials and texture tags. I think, rather than trying to implement hacks in the plugin, layers should be 'fixed' in Cinema, to work that way. That, and the plugin material should be altered to allow using Cinema shaders directly in Maxwell material slots, but this is not a small project.

Re: Proposal for future version of exporter

Posted: Sat Feb 04, 2012 6:28 pm
by Rogurt
It sounds a bit like what was discussed earlier, here
Yes I mentioned that I do some tweak to have the possibility to render in c4d and maxwell simultaneously.
Something like this would already be possible (and intuitive) if layers worked for enabling/disabling materials and texture tags.
I totally agree. I remember I also tried that first but to no avail. Have you ever sent Maxon bugreports or whishlists? :roll:

c4d shaders directly in mxm sounds like no easy thing to do. I only thought of some way to have all shaders exported to textures at once like some python script batch exporting texture baking tags. Unfortunately I have only little knowlege of python an storing all tags as selection and executing them at once only rarely works without problems ...

Best
Rogurt