By jrm1
#364316
Using the plugin (sorry about being so brief earlier) I hit Maxwell Render button. Prompt appeared in Render.
By JDHill
#364317
Does it seem to be related to your current SketchUp model, or are you able to reproduce it with a new, simple model? I might also check the value of Scene Manager > Options > MXS Cache Policy; if the model has been rendered in Fire in the plugin, and is not invalidated before then writing out an MXS for Maxwell, there are some problems (though I can't tell you precisely what they may be) that can occur. So make sure this is set to Invalidate, and see if it helps. Lastly, I believe we used to see this message when an MXS was written with a newer plugin than the version of Maxwell used to open it, but I don't think that's a possibility anymore, because Maxwell checks the file version. Anyway, it can't hurt to confirm that you're using the current versions of both the plugin, and Maxwell.
By jrm1
#364322
Luckily this is a model with one object, so I can start again. Never had it before.

I've set to Invalidate. No change.
Latest version of Studio and plugin installed.
By JDHill
#364324
Do you mean that the problem is localized to this particular file? If so, I would really appreciate if you could upload the SketchUp file, and also a failing MXS written from it, so I can try to find the cause.
By JDHill
#364331
I'm not able to observe the problem here, but there are MXMs and textures missing. I would check whether you're running out of memory; the output image is fairly large, at least one of the textures used is 4K, and at least one of the MXMs uses displacement in pretesselated mode.
By jrm1
#364332
I have 24 Gb RAM. What is pretesselated? I've seen that term used in the Fire window for the first time today.
By JDHill
#364334
It is one of the modes for displacement, as described here. Rather than move intersections mathematically at render time, it pre-displaces the mesh to which it is applied, by splitting it into millions of smaller triangles, which are displaced according to the map. This allows it to render much faster, but also requires a great deal of memory. Depending on the settings, and the mesh to which it is applied, I don't think it would prove too difficult to exhaust 24GB.
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