By JDHill
#374135
Maxwell for Cinema 4D
Version 3.0.0 Release Notes

Changes
  • Maxwell Scene Object
    • Output > Channels layout refined.
    • Added Channels > Deep.
    • Added Channels > Alpha Custom.
    • Added Custom Alphas group (shown when Alpha Custom is enabled).
    • Added Engine > Globals (Motion Blur, Displacement, Dispersion).
    • Added Engine > Overlay Text group.
    • Added Custom Sun Type and Color.
    • Added Sun Radius Factor.
    • Added IBL > Viewport Resolution.
    Material Editor
    • Added Material > Type (found in top tree node).
    • Added Material > Type > AGS.
    • Added Material > Type > Opaque.
    • Added Material > Type > Transparent.
    • Added Material > Type > Translucent.
    • Added Material > Type > Metal.
    • Added Material > Type > Car Paint.
    • Added top node > right-click > Switch To > AGS, Opaque, etc.
    • Added top node > Properties > Override Map.
    • Added Texture Editor > Use Override Map.
    • Added Texture Editor > Rotation.
    • Added Texture Editor > Mirror X & Y.
    • Added Texture Editor > Hue.
    • New texture params are shown in the preview.
    • Added new displacement parameters.
    Maxwell Object Properties Tag
    • Added Opacity.
    • Added Backface Material.
    • Added Boolean parameter.
    • Added Custom Alpha Channels.
    • Added Blocked Emitters.
    • Added Smoothing.
    • Added Subdivision.
    • Added PLA Motion Blur.
    Maxwell Sea Object (new)
    • Produces a Maxwell Sea extension object.
    • Provides control for display color and overall object scale.
    • The generated object is displayed interactively as a point cloud.
    • Easily animated by keyframing the Reference Time parameter.
    Maxwell Volumetric Tag (new)
    • May be placed on a Null, an RF Particles Importer, or Particles Emitter/Geometry.
    • On a Null, may control a Constant or Noise 3D Field, or reference an RF bin file.
    • On an RF Particles Importer, the file is taken from the RF Particles Importer.
    • On Particles Emitter or Geometry, native Cinema particles define the volumetric.
    Maxwell Camera Tag
    • UI Layout refined.
    • Added Aperture > Lens.
    • Added Aperture > Custom Bokeh.
    • Added support for parallel projection cameras.
    Maxwell Hair Tag
    • Specify Root & Tip Width for rendered hairs.
    • Specify whether to render using flat, curve, or cylinder types.
    • Optionally, raytrace UVs back to a source polygon object.
    Maxwell Particles Tag
    • Added Enable/Disable switch.
    • Added Particle Emitter End Scale & Variation support.
Fixes
  • Textures could be projected wrong on some objects.
  • Hair UVs could sometimes be rendered wrong.
  • Particle Emitter/Geometry with no tag was exported.
  • Render Region could disappear with view clipping.
By JDHill
#374155
It should now work how you wanted it to; basically, when you linked to an MXM file, the plugin treated the internal name of the MXM as part of the data you wanted to link, and updated the host material with that name in Cinema. Now, it only does that when you initially link to the MXM; otherwise, it specifically leaves the name in Cinema alone.
By hankusp
#374158
How it will work with material preview in r3? Can I decide in which resolution I render material preview, or I render it in standard resolution, but I can display it bigger, than its native resolution?
By Kevron
#374159
Hi,

How would you affect the density in Maxwell Volumetrics when field type is "Noise 3d".

Under "constant" and "particle", you have a "density" float.

Good work on the C4D plugin!

Regards,
Tor M
By JDHill
#374163
hankusp wrote:How it will work with material preview in r3? Can I decide in which resolution I render material preview, or I render it in standard resolution, but I can display it bigger, than its native resolution?
The material preview inside the plugin's material editor is still fixed size (200px). It will show larger previews from MXMs downsized, but it leaves them intact, unless you refresh the preview inside the plugin, in which case it is again rendered at 200px.
Kevron wrote:How would you affect the density in Maxwell Volumetrics when field type is "Noise 3d".
Under "constant" and "particle", you have a "density" float.
Hmm, nice catch, I thought this parameter was not active for Noise 3D, but checking in Studio, it clearly is.
By JDHill
#374167
JDHill wrote:
Kevron wrote:How would you affect the density in Maxwell Volumetrics when field type is "Noise 3d".
Under "constant" and "particle", you have a "density" float.
Hmm, nice catch, I thought this parameter was not active for Noise 3D, but checking in Studio, it clearly is.
Actually, though it's kind of a pain, a workaround is to temporarily switch to Constant Field, change the Density, and then switch back to Noise 3D before rendering. Reason being, all the parameter values are written, it is just that the plugin is selectively hiding/disabling them, to try and make the UI more manageable.
By Kevron
#374169
That is no problem, if that works - then it is a viable workaround.
Do you now if there is planned a render pass for volumetrics, so that you could fiddle with the density in post?
Maybe in companion with the "deep" render?

Thanks again,

Tor M
By JDHill
#374281
Currently, you need to use MXED, and link your material in Cinema to an MXM, in order to use Maxwell procedurals from the plugin.
By Oli4D
#374282
JDHill wrote:Currently, you need to use MXED, and link your material in Cinema to an MXM, in order to use Maxwell procedurals from the plugin.
Oh ok :/
Will that change (soon)?

Regards, Oliver
By Oli4D
#374289
JDHill wrote:Yes, it will change, but it is not yet possible to say how soon.
All right, thank you.

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