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By Mihnea Balta
#329015
Version 2.1.1
  • added support for 2-color skydome
  • added support for the 2.1 render flags
  • added a Unix time attribute in the render globals which is derived from the current date and time; this can be keyed to obtain smooth sun/sky animations
  • matched the Simulens parameter ranges to Studio
  • fixed: Maxwell shaders lost their viewport preview images when a scene was reloaded in 2011
  • fixed: the Render -> Preview command didn't work correctly
  • fixed: crash when creating Maxwell materials in 2011
  • fixed: shared materials were not recognized; the plug-in was creating one material per object
User avatar
By Mihai
#343534
Version 2.5.9

This version represents a complete re-write of the Maxwell Softimage plugin, adding first of all Maxwell FIRE and material creation directly in Softimage. For these reasons the minimum compatibility requirement is Softimage 2011.

Complete documentation will follow shortly, but to get you started, the plugin adds the following entries to the Softimage UI:

Material:

Maxwell Referenced Material - to load an external MXM as a reference.

Maxwell Layered Material - create a new Maxwell material inside Softimage. The Maxwell material is represented by several nodes inside the Rendertree.

Property:
Maxwell Mesh Attributes - adds a custom attribute to the selected object(s) for controlling: Hide to Camera, Hide to Secondary Rays, Hide to GI, Unaffected by Z Clip:

Viewport dropdown>Custom Displays>Maxwell FIRE:

This will run Maxwell FIRE in a viewport window. After switching it on, further settings will appear at the bottom of the Viewport dropdown to control Quality, Sampling level, Restart, Stop etc.

Render>Maxwell FIRE

This will run Maxwell FIRE in a standalone window.

Explorer>Camera_Root>Camera>MaxwellCameraAttrs

These custom attributes control camera settings such as F-stop, Shutter Speed etc.

Render Tree:

Image

Each Maxwell material component has been broken down to a Render Tree node. The two most important nodes are the Maxwell Layer and Maxwell Layered Material nodes.

Maxwell Layer: This represents a Layer in the MXM, which can hold several BSDFs and Emitter components. Double click this node and click the Add BSDF or Add Emitter to add a BSDF or emitter node to the Maxwell Layer Node.

Maxwell Layered Material: This node holds all the material properties and Layer connections. It is the equivalent of the "Material Properties" in the MXM. Here you can change Global Bump textures, global texture tiling, activate dispersion or shadows for the material etc. From this node you can also click Add Layer to add a new Layer node to the material. The Maxwell Layered Material must always be connected to the Surface output of the Softimage Material node.

Working with textures:

There are two ways to work with texture clips: through the standard Softimage Image node or the custom Maxwell Texture node. This node contains more features specific to Maxwell materials such as Tile Unit: Relative vs Meter, Brightness, Contrast, Saturation controls....

When you connect a Clip to any of the ports that support a texture (ex. Refl 0, Transmittance) an Image node is added automatically. To use the Maxwell Texture node, drag it from the nodes list, connect the Clip to the Filename input on the Maxwell Texture node, and connect this nodes Out port to the texture port of a Maxwell material node (Maxwell BSDF, Maxwell Layer, Maxwell Layered Material):

Image

Note that a Color to Scalar node is added automatically in case you connect the Maxwell Texture node to an input which accepts only black & white textures.
User avatar
By Mihnea Balta
#348954
Version 2.6.1
  • new motion blur system
  • emitter, camera and environment changes from Multilight can be brought back to the scene
  • new displacement settings
  • new render options: sharpness, HDTV color space, positions and normals render channels, HDR layer state, sun settings
  • hair is rendered as procedural cones
  • particle systems can be rendered as procedural spheres
  • the output image format and bit depth can be specified individually for each render channel
  • new IES intensity parameter
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By Mihnea Balta
#348955
Version 2.6.2
  • added the option to embed referenced MXM materials in the exported MXS file, or to keep the file reference
  • fixed: the new render options were not available in scenes saved with previous versions of the plug-in
  • fixed: ground rotation wasn't exported
  • fixed: using an object to specify the sun direction didn't work
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By Mihnea Balta
#349612
Version 2.6.3
  • the UV channel index can be specified numerically in the Maxwell bitmap node, so that hair channel 1 can be used
  • Maxwell object properties are updated to contain the new 2.6 attributes when opening older scenes
  • the format and bit depth of the color channel is taken from the scene options, as before
  • fixed: crash when unloading the plug-in
  • fixed: HDR intensity was always 0
  • fixed: HDR channel state was wrong
  • fixed: wrong motion blur for instances
  • fixed: wrong instance positions if the original mesh was transformed relative to the model
  • fixed: wrong names in the displacement type dropdown
  • fixed: default vector displacement scale was 0, leading to no displacement
  • fixed: wrong enable/disable logic for the displacement controls
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By Mihnea Balta
#352139
Version 2.6.9
  • added model and parenting support for ICE instanced particles
  • added support for ICE strands
  • added support for multi-step camera motion blur
  • added support for previewing embedded materials
  • added FIRE script commands: MaxwellFIREOptionsCmd, MaxwellFIREStartCmd, MaxwellFIREStopCmd, MaxwellFIRERestartCmd, MaxwellFIREQualityCmd, MaxwellFIRECameraCmd
  • fixed: the fresnel render channel state was not exported correctly
  • fixed: previews were broken for referenced materials
  • fixed: slowdown when exporting ICE particles as instances
  • fixed: global scale no longer applied for ICE particles
  • fixed: ICE particles didn't take into account the scale of the emitter
  • fixed: incorrect export when using the instance shape node and add point node on a particle cloud
IMPORTANT: this build is incompatible with Maxwell 2.6.0, and the previous builds are incompatible with the newly released Maxwell 2.6.10. Due to some changes in the extensions (hair, particles etc.) mixing incompatible plug-in and Maxwell versions will cause Softimage to crash on startup. Please make sure you upgrade both the plug-in and Maxwell to the latest version.
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By Mihnea Balta
#354375
Version 2.6.14
  • added RFRK primitives: mesh and particles
  • added support for MXS references
  • set default camera shutter speed to 1/750 seconds
  • fixed: image adjustments were not imported when loading a MXM file
  • fixed: scene not cleared between frames when exporting an animation
  • fixed: ICE strands were exported incorrectly
  • fixed: animated textures did not work
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By Mihnea Balta
#359174
Version 2.7.3
  • added support for grass
  • maximum sequence files for RFRK mesher increased to 20
  • added support for negative frame offsets in RFRK objects
  • RFRK objects and MXS references can be instanced
  • fixed: wrong viewport position for MXS references which had non-zero pivots
  • fixed: the opaque alpha setting was not exported
  • fixed: bad handling for global scale factor for MXS references
  • fixed: deleted sequences were still exported to the RFRK mesher (as empty)
  • fixed: crash in case any of the plug-in nodes didn't register correctly
  • fixed: the MultiLight read back dialog contained wrong values after it was displayed the second time during a session
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By Mihnea Balta
#361697
Version 2.7.6
  • added support for custom bokeh
  • added support for PXY files in the particle loader object
  • added render flags on the MXS Reference and RFRK objects
  • added support for the "3D RealFlow" displacement type
  • fixed: the adaptive precision checkbox is disabled when the displacement type is set to anything other than on the fly
  • fixed: wrong grass blade positions in the viewport if the global scale was different than 1.0
  • fixed: changing color sliders didn't refresh FIRE in XSI 2013
  • fixed: changing grass properties didn't refresh FIRE
  • fixed: animated textures did not work when exporting MXS files through File/Export
  • fixed: wrong orientation for cameras with no interest point
  • fixed: wrong object positions in the render when instancing groups with ICE
  • fixed: the hierarchy mode of the ICE instance shape node was not taken into account
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By Mihnea Balta
#363706
Version 2.7.9
  • added a setting on the MXS reference node which controls if the global scale affects the size of the referenced objects
  • added a button for sending the scene to the Maxwell network manager in the render options panel
  • added support for the skip rendered frames option
  • added support for the shape instance time ICE channel
  • fixed: wrong material used if two materials had the same name in two different libraries
  • fixed: wrong object positions when constraints were used
  • fixed: crash in scenes with many models
  • fixed: pass-local render settings were not taken into account
  • fixed: FIRE ignored the override material setting
User avatar
By Mihnea Balta
#367368
Version 2.7.13
  • added support for XSI 2014
  • added support for moving the camera in FIRE
  • the exporter takes into account cluster visibility
  • hair radius is no longer affected by the global scale factor
  • tokens such as [Project], [Time], [Frame] etc. can be used in paths passed to the plug-in (output image, HDR environment images etc.)
  • fixed: UV transforms from the image clip weren't taken into account when exporting the UV coordinates
  • fixed: instances of the first model in the scene didn't get exported
  • fixed: crash when closing XSI while FIRE was still open
  • fixed: crash when particle instances didn't have a valid time channel
  • fixed: instances disappeared from FIRE when their base object was modified
  • fixed: deformation motion blur wasn't exported correctly
Chocolate test with SSS

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