By rickyinmotion
#359229
Small bug here. The right car is a mxsreference the left one a maxwell instance rotated at 180°
and below the result
No problem when I make render :roll:
Image
By AlexP
#359252
I think that mxs references are rotated in C4D by 90 deg counterclockwise, aren't they? I've opened mxs reference in modo and there it seems to be ok.
By JDHill
#359253
But do they render correctly in Maxwell Render? The problem should be specific to fire, and may be different for each host app, depending on its coordinate system.
By AlexP
#359268
They render correctly as displayed, only when there is render instance of mxs reference it is rotated in fire, just that instance.
But still mxs reference is rotated 90 deg comparing to eg studio, just check top view in c4d and studio.
By rickyinmotion
#359305
it seems that is broken in the final render as well
but another scenario, the mxs reference is rotated at 180° and it is broken,
no problem with the instance from the mxsreference and not be rotated.
Hoping that my explanatin are clear enough
By JDHill
#359311
The behavior should be dependent upon the actual MXS being used, so please provide a Cinema file, and the MXS you are referencing (jeremy at nextlimit dotcom), so we can be sure we are not missing any issues.
By JDHill
#359692
Sorry, I have not been able to look at these properly until today. rickyinmotion, in your scene, I see what I described above -- that instances of MXS references can render incorrectly. This is the same issue we are currently working on; here, for example, are two versions of your scene rendered, where the left uses two MXS references, and the right uses one MXS reference, and one instance of that reference:
  • Image Image
AlexP, either I do not understand the problem, or my test is set up differently than yours, but I do not observe any 90° rotation when I make a reference of the MXS you sent:
  • Image

    Image
By AlexP
#359727
Jeremy, 90 deg rotation is observed in viewport, check top view in c4d and compare to studio. Your Z axis is on right side and X to bottom. On default top view Z is to top and X to right and indeed, imported mxs has same orientation as mxs reference. But Imported obj is ok, I mean it has same as in rhino orientation on top view viewport.
By JDHill
#359728
Okay, I think I understand what you're referring to now. The problem is that a plugin does not control what Studio does when you put a camera into one of the "ortho" modes in Studio. This is not related to MXS references, you will find it is the same for any scene you write from Cinema (and other applications, though the behavior will be different, since the coordinate system used by each one is arbitrary). There has been a recent change to the Maxwell SDK which I believe may allow this to be compensated for -- I'll bring it up with the Studio developers.
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