By JDHill
#350912
Maxwell for SketchUp
Version 2.6.1 Release Notes

This build brings some brand-new features, along with improved usability.

Changes
  • Added installers for the Standalone plugin on Windows and Mac OSX.
  • Added an update checker (see Output > General > Update Check).
  • Re-worked IBL user-interface to reflect Maxwell 2.6 capabilities.
  • Added Maxwell 2.6's Sharpness parameter to Output > Tone Mapping.
  • Added new IES File material Character type, for IES-based emitters.
  • Added Temperature parameter to Emitter & IES material characters.
  • This version should trigger the document's 'dirty' flag less often.
  • Implemented a new heads up display style UI for Maxwell Fire.
  • Added a new 'Maxwell Links' overlay in the Maxwell Fire window.
  • Added Ruby network configurability via MX::Settings.network.
  • Added support for Silverlight 5 on Windows, and detection on OSX.
  • Maxwell Fire & material preview renders are now double-buffered.
  • Added new Full Screen mode to Maxwell Fire in Render Suite plugin.
  • Added new Actual Size/Fit to Window options to Maxwell Fire.
  • Added a new Lock function, which prevents inadvertent re-starts.
  • Added a readout showing the actual Maxwell Fire output resolution.
Fixes
  • Output auto-naming broke Maxwell Fire in the Render Suite plugin.
  • Various UI elements were flickering on mouse-over, when on Mac OSX.
  • Nd input remained disabled when switching from Custom Metal character.
  • Auto-focus was calculated using the current view, even for other Scenes.
  • C++ export could use outdated camera values previously stored by Fire.
  • Plugin About box missing background image on some versions of Safari.
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New Maxwell Fire UI

This version introduces a new Maxwell Fire UI:

Image

By default, Maxwell Fire in this version is auto-started when the window is opened; this behavior can be controlled using Scene Manager > Options > General > Start Maxwell Fire.

The purpose of the main buttons should be clearer than with the old UI; to start rendering, hit GO, and to stop, hit STOP. The next button, Lock, prevents changes made in the scene from triggering an accidental re-start of the rendering. The next three have the same purpose as in the old UI: re-exporting the scene, saving the image to disk, and changing Maxwell Fire settings.

The buttons at the top right are new. The first one controls whether the rendered image is shown at actual size, or resized to fit the Maxwell Fire window (the actual size of the rendered output is indicated in the lower-right corner of the window). The second one enables a new full screen mode, and is only available in the Render Suite plugin. The third button shows the new Maxwell Links overlay, and the fourth one hides the window's heads-up-display (i.e. the translucent top and bottom visors, which contain these buttons, and the rendering status/progress bar). When the Maxwell Fire window is focused, you can toggle these buttons using shortcut keys: H to toggle the heads-up-display, F to enter full screen mode, A to toggle between actual size and fit-to-window, and L to toggle the Maxwell Links overlay.

This version also introduces and automatic update checker; notification of a new version is shown in the Maxwell Fire window, and you can choose to be notified only of new public releases, or of both beta builds and public releases. Update checking can also be disabled; see Scene Manager > Options > General > Update Check. When you run this version, it will tell you that there is an update available; that is really just so that you can try it out and let me know what you think -- obviously, this is the most recent build available.

New IES Material Character

This version introduces support for IES lights via a new IES File Material Character type.

Image

Additionally, both this IES File Character, and the standard Emitter Character now have a new Temperature parameter. When enabled, the emitter is given the specified correlated color, otherwise the RGB color is used as before.

When an IES File is assigned here, its file data is stored into the associated SketchUp material; upon opening the file on another machine where the specified IES file is not found, this data is written back out to disk for use by Maxwell. Therefore, it is possible to create IES components which have no external dependencies, and which may therefore be shared via channels such as the 3D Warehouse. For example, here is a simple Dynamic Component which implements an embedded IES File Character:

Image

You can download this DC here. Note that there is currently a bug in the engine regarding instances with emitter materials, so to use a DC like this, you either need to disable instances, or go into each component to the point where you can use Make Unique on its ies-sphere sub-component (and also the back-light component, if you have that enabled). Here is a quick example of this DC in use:

Image

New IBL UI

As mentioned in the above list, the Image Based Lighting UI has been completely re-worked to reflect that of Studio 2.6:

Image

Where we previously had the Use Background for All function, we now have the ability to explicitly choose the source for each IBL channel. By default, Reflection, Refraction, and Illumination are set to Use BG (Background), so the operation is similar to before, albeit somewhat more flexible. Additionally, along with the per-channel Intensity parameters, we now also have a global IBL Intensity modifier as well, and control over whether or not to apply interpolation to IBL maps.

Miscellaneous

There are now installers available for the Standalone plugin (the zip distribution is also still available, for those who prefer a zero-impact installation). Additionally, some new plugin settings have been implemented, in the network rendering area. They can only be accessed via Ruby, and work like this:
Code: Select all
network = MX::Settings.network
network.start_node = true
network.start_manager = false
network.bind_node_to = '127.0.0.1'
network.bind_monitor_to = '127.0.0.1'
MX::Settings.save
This would set this machine up such that rendering to Network would not start a network manager, but would start a network node, if one is not already started. When it did start a node, that node, and the network monitor, would both bind to 127.0.0.1.

I write all of this because none of these changes are yet documented in the plugin manual.

Downloads

As usual, I am hosting this preview build on my own server, so please do not share these links elsewhere:
  • (version superseded)
If you discover any issues with this build, please report them in this thread.
#350915
:D ...and a Merry Christmas to you, JD!

Beautiful fixes and additions!

A few comments / requests:
- Love the new toolbar icons without the disc :wink:
- Now it's possible to press enter to execute a value in the Scene Manager. Wuhuu!
- When going full screen with Fire, a text says "Press ESC to exit full-screen mode." (new line) "file://". The last part seems unnecessary (?).
- Now, image files from Fire automatically saves as png-images. Great, not to be forced to write at file-format, but some users of the stand-alone pack might not know, that other formats are available. Would it be possible to change the default from png to eg. jpg in under the Output-tab in the Scene Manager (as in the Render Suite) or in the settings dialog right there in Fire?
- I still get no tooltips when hovering over the buttons on the toolbar (this only applies to the OSX-version)
- Would it be possible to generate Material ID and Object ID in the Fire-window for users of the payed stand-alone version?
- How do the preview scenes "realscale_material" and "realscale_material-1" work? What is the size of the cubes and what's the difference between the two scenes? When applying different brick textures found in SketchUp's "Brick and Cladding"-library, the brick-textures render very very small in the preview...
- Request for a preview scene: "WALL", just like the "Floor"-scene with a marking (!) of eg. 2 meters. That would be great.
I know, that it's possible to create your own preview scenes, but I think many users would love a "Wall" in the standard list. Maybe the "realscale_material"-scenes do exactly that?.
- Could the Background Channel in the new IBL-settings be called "Background Channel (BG)" to make a logic link to the "Use BG" option in the other Channels?

/Stefan
By numerobis
#350917
Very nice update! Thank You JD. 8)

But would it be possible to get the new mxs-referencing for the sketchup plugin any time soon?!?
This would really bring maxwell for sketchup to a new level...
By JDHill
#350920
Hi guys, thanks for the feedback.
stefan_kaplan wrote:- Now it's possible to press enter to execute a value in the Scene Manager. Wuhuu!
It still doesn't work here on Windows, but has always worked in OSX. Maybe you are running IE 10 or something; whatever the case, this is between SketchUp and Silverlight.
stefan_kaplan wrote:- When going full screen with Fire, a text says "Press ESC to exit full-screen mode." (new line) "file://". The last part seems unnecessary (?).
That is also a Silverlight thing, not controlled by me. Also note that the keyboard shortcuts will not work in full screen, for the same reason (i.e. it is part of Silverlight, and addresses security issues: an app could spoof the UI of some other app in full screen, and trick people into entering sensitive information).
stefan_kaplan wrote:- Now, image files from Fire automatically saves as png-images. Great, not to be forced to write at file-format, but some users of the stand-alone pack might not know, that other formats are available. Would it be possible to change the default from png to eg. jpg in under the Output-tab in the Scene Manager (as in the Render Suite) or in the settings dialog right there in Fire?
It is really only an issue on OSX, where I can't pre-populate the save file dialog with a proposed file name. If it needs to be configurable, I can think about putting it in the Fire Settings, as you say, or maybe by adding a setting, accessible via MX::Settings, similar to how I show above with the network settings.
stefan_kaplan wrote:- I still get no tooltips when hovering over the buttons on the toolbar (this only applies to the OSX-version)
Still a SketchUp vs. Silverlight thing, sorry.
stefan_kaplan wrote:- Would it be possible to generate Material ID and Object ID in the Fire-window for users of the payed stand-alone version?
Sorry, but no, the Standalone does not do render channels.
stefan_kaplan wrote:- How do the preview scenes "realscale_material" and "realscale_material-1" work? What is the size of the cubes and what's the difference between the two scenes? When applying different brick textures found in SketchUp's "Brick and Cladding"-library, the brick-textures render very very small in the preview...
I was not aware of these; apparently they are added by Maxwell Render 2.6.0.
stefan_kaplan wrote:- Request for a preview scene: "WALL", just like the "Floor"-scene with a marking (!) of eg. 2 meters. That would be great. I know, that it's possible to create your own preview scenes, but I think many users would love a "Wall" in the standard list. Maybe the "realscale_material"-scenes do exactly that?.
If you have a good preview scene, I am open to including it in the plugin's distribution (i.e. plugins/maxwell/res/preview, which are used when no MAXWELL_ROOT/preview folder is found on the machine).
stefan_kaplan wrote:- Could the Background Channel in the new IBL-settings be called "Background Channel (BG)" to make a logic link to the "Use BG" option in the other Channels?

It could. My other thinking was to change 'Use HDRI', 'Use Sky', and 'Use BG' to just 'HDRI', 'Sky', and 'Background'. By the way, I noticed after uploading that I have erroneously included the Screen Map button in all channels...it will only have any effect in the Background channel, of course.
numerobis wrote:But would it be possible to get the new mxs-referencing for the sketchup plugin any time soon?!?
This would really bring maxwell for sketchup to a new level...
Of course this is in the works, but it has more technical hurdles than, for example, the new IES functionality. I could have held this build back until that was finished, but I wanted to let you try out the new stuff that it brings.
By numerobis
#350925
JDHill wrote:I could have held this build back until that was finished, but I wanted to let you try out the new stuff that it brings.
yes, and this is very kind of you! :D
Nice to hear that we'll get it in the near future... this will be a real game changer for archviz!
#350932
JDHill wrote:It still doesn't work here on Windows
I forgot to mention that I only tried build 2.6.1 on OSX.
BUT - in windows I usually press the TAB key which does the trick ;)

I've made a wall-preview scene that you can check out and consider: MXS, SKP

/Stefan
By JDHill
#350933
I like that...I made some tweaks, let me know what you think...
wall.png
wall.zip
Basically, I removed the IBL maps and switched to emitter-based lighting based on Tom's stage1 scene, since I think that gives better response to gloss/bump scenarios. It also renders very quickly. Also, I gave the box 20 projectors, to support multi-projector materials, and re-made the materials with no preview images, to reduce the size of the MXS as much as possible.
You do not have the required permissions to view the files attached to this post.
#350952
Nice adjustments.
I guess I imagined the scene as kind of an outdoor simulation. It now seems more indoor/studio-like.
Maybe the overall lighting and background tone could be brighter and the emitter plane directed to the front face could be bigger, avoiding a high-gloss material to reveal the emitter plane on that face.
The "back-light" on the other hand could be the one revealing itself and showing bumps and displacements on high-gloss materials. I think the color of the back-light is too yellow though. It turns some blue materials quite green... Could it be white with just a subtle hint of warmth - showing that we're dealing with an artificial light source?

All in all this wall-preview is only a request and nothing that should steal to much time from your other work...

Merry Christmas to all of you!

/Stefan
By JDHill
#350953
By all means, please feel free to make further adjustments; I only copied Tom's interior setup because I was not having much luck setting it up as an exterior and still being able to perceive subtleties in the material being previewed. That is also why the front emitter is visible in a pure-gloss reflection; otherwise, the object just being a box, it is difficult to perceive the effects of bump and roughness. Also keep in mind that since it is a box, the back light needs to be positioned carefully to avoid producing any ugly reflections inside the cube when the material being previewed is a dielectric.

Making changes is pretty easy if you drop the MXS into the /preview directory, open it in Studio, and then start SketchUp and open the Scene Manager; after making a change, save the MXS, then in SketchUp, just switch to another preview scene, and then back to this one, to reload and test the newly-saved version.

The main things to keep in mind are the need to support multiple projectors, keeping things at a realistic scale so that displacement and emitters work properly, and optimizing the scene as much as possible, both in terms of how long it will take to load the MXS (i.e. keep it physically small, and remove external dependencies), and how fast the scene renders.

And Merry Christmas to you too. :)
By harven
#351386
What about adding an option so that the export name is based on the sketchup file and its active scene? This way, I can be sure that any mxs file preserves the sun, hidden layers, etc of the sketchup scene that I exported to the network. Also, stuff won't get overwritten.

Example:
I have a sketchup file:
lightstudy.skp

In lightstudy.skp, I have three scenes:
Morning
Noon (currently active)
Night

For my Maxwell export options,
Name: house
FileType: exr
Mode: "Append sketchup filename and active scene" (the new option)

I select "Network Render."

Network render creates this stuff:
house_lightstudy_Noon.mxs
house_lightstudy_Noon.mxi
house_lightstudy_Noon.exr

Or, if I didn't choose a maxwell export name, it would be:
lightstudy_Noon.mxs
lightstudy_Noon.mxi
lightstudy_Noon.exr
By numerobis
#351395
Hi JD,

"Export to Studio" writes the mxs into the skp-directory no matter if there is a mxs output path specified or not.
Would it be possible to use the specified path when it is not empty?
By JDHill
#351398
Could you please check that the specified directory actually exists? I can reproduce what you describe, but only in the case where I select a directory, then delete that directory, then try to write the MXS file. There is code which is supposed to alert you when this happens, but it is not being run, because the output directory is being fixed (i.e. changed to point to the skp dir) too early.

Also, it should not matter whether you export to Maxwell, Studio, or just to MXS; Maxwell & Studio are only started if the file is written successfully, and in all cases, it is the same target path that is used.
By numerobis
#351401
JDHill wrote:Could you please check that the specified directory actually exists?
The mxs gets exported to this directory when i start a direct render - so yes, it does exist. :)
And i just double checked it... when i export to Studio the mxs is saved in the folder of the skp file. :?
(the mxs export dir is a network path and the skp file in a local folder)
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