By photomg1
#376107
Just realised what you have done with the v3 plug in , with regards to material conversion. Cody if you read this scrap what I mentioned before on this topic. Use the base type options you will be able to add colour maps , roughness maps etc

Anyway massive thanks Marton !!!

(why are there no tutorials on this just found this today :D )


I do have a feature request (or is it possible already ? ) to be able to put the mxm editor into modo . I know its a separate application to the plug in , its one of the few things that are missing in comparison to studio. As am i write in thinking you can't put opacity maps/bump maps onto the base type options and stack them for a more complex material in modo. As you have no access to global properties on the material in modo?
#376272
set a new temporary camera in the modo dialog which is in the image on the top right change this to the new camera and move it to where ever you want .Use that to preview your materials and click fire.When you want to go back to your locked down original camera just switch back in the render frame dialog and launch fire.

Marton whilst you are on could you please list all kinds layer types which will be converted in the auto conversion process. Is this in the docs ,I cant see it and think it should be there if its not. (for example the corresponding modo layer type that gets converted to maxwell type of opacity mask , roughness etc)

bump,normal,displacement, diffuse are the obvious ones but beyond that it does get a bit grey on others

roughness,specular,opacity

I suppose Cody's question does go back to my request on the mxm editor pinned in modo somehow :lol:
#376301
It does Marton , many thanks !

the caveat "only the top most (visible) image or texture in the Shader Tree will be transferred as texture map to Maxwell" also explains why I had adopted putting mxm's into the shader tree. I didn't realise that was the cause of what I was seeing so thanks
for clearing that up. I must admit the BASE types would be a lot more useful if you could add bump/normal/displacement to them in modo. As it stands at the moment you are forced to jump into studio to resolve this , or ignore the BASE type element of
the plug in and do it via an mxm with the material editor invoked from the modo plugin using BASE types there and converting to advanced.
#376328
lol. thanks. I get it. I did the whole time, I just like seeing my materials under a standard lighting environment. Like when you set in the preview of maxwell, stage1 etc.. I usually light last. Should I light before materials?

Thanks

Cody
#376335
CodyKallas wrote:l Should I light before materials?
I'm only trying to help Cody ! :o
if you are trying to create a material to transfer to many different scenes then yes what I showed was not the best way although it does work and I use it often. It looks like it is the only solution at present if you wish to view the base type materials in modo, beyond setting up your own standard lighting environment in modo as a separate scene and have that open at the same time and jump between the two scenes. There is a modo one in the content created by Yazan Malkosh its in CONTENT>samples>presets>9BALLRIG

I have been suggesting all along in the modo material to add a new mxm (its under the add layer >maxwell >maxwell mxm in the shader tree dialogue ), click on this and where you see MXM file go to the pull down menu and place it on new mxm,you can now press edit MXM above in the maxwell properties from the plug in ,which then opens up the material editor where you can use stage 1 etc without going into studio.

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