By kami
#336110
kami wrote: Once you hit Maxwell_RestoreViewport, everything is looking good, also if you change the tiling afterwards.
I'm not quite sure if this statement is really true. Lately real scale doesn't even work if I restore the viewport ... It is still all applied as if there was only surface mapping.
By JDHill
#336112
In that case, I'd double check the Channel values you are using in your textures -- Real Scale will only be enforced on Channel 0. If that's not it, can you supply a sequence of steps by which I may reproduce the issue using the scene you uploaded in your previous post?
By JDHill
#337042
You know I never publish any firm dates. :) In the meantime though, if it is so pivotal to your workflow, I would suggest taking the time to go make a request for it on the McNeel newsgroup -- in a perfect world, this would be integrated there seamlessly with the other native texturing functionality.
By kami
#337297
thx for the update! :)
realscale for per layer assigned materials is working now! only if I add new objects to a layer with a realscale material, I have to use the RestoreViewport command afterwards. (reassigning the same or a different material to the layer does not reactivate realscale for all objects, it only works on the objects that were around when you first assigned the material to the layer). Is this still a little bug, or is there no other way possible?

sorry, I didn't understand what I could request at the McNeel newsgroup?

cheers,
kami
By JDHill
#337321
I'm not sure -- let me check. It is true that in general you will have to use Restore Viewport more often; for example, if you run Fillet or Scale on a cube you've previously used Real Scale on, it won't automatically be updated when the underlying geometry is changed by the command.
sorry, I didn't understand what I could request at the McNeel newsgroup?
I meant, that you could ask McNeel to implement Real Scale directly in Rhino, where it really belongs.
By kami
#337480
okay.
would it be possible then to trigger a restore viewport, every time you hit the render button? of course it'll be unnecessary in some cases, but on the other hand you wouldn't have renders with objects beeing wrongly textured due to a geometry change.
By JDHill
#337483
Rhino's flexible, so if that's the way you want it to work on your machine, you can easily edit the plugin's Render button in the toolbar so that it executes the Maxwell_RestoreViewport command before it renders the model. You just shift-click the Render button and change its left-button macro from this:
Code: Select all
! _Maxwell_Render
RenderScene
To this:
Code: Select all
! _Maxwell_RestoreViewport
_Maxwell_Render
RenderScene
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