#376616
yes look under triangle groups of object properties . If a single mesh is split up into different materials in modo it will create a triangle group .

So in the worst case I suppose you could turn of all those mxm's leave the rest of the material tag e.g candle handle and it will show as a triangle group for that object in maxwell studio.You could then reload your earlier created mxm's in studio and reassign them there. This goes back to what I mentioned before about uv channel's , my temptation is if you want to go down that path is a uv checker on all your materials in modo to make sure you can see what channel is the correct one for you to reapply to.

Hope my explanation makes sense.


Make sure you are on the latest beta of maxwell btw !!


3.0.0.2
#376623
I am getting the beta now. Do you know why all my objects have 10 uv sets in the studio? I don't want to end up taking this path and realizing I don't know how to uv when I need to.

Also, If I turn off all the mxm files then export to studio. What happens when I need to make a change to the modo doc? Will I need to reexport it with all the materials off and remake all the materials again?!?!
#376624
could you show a picture of the uv sets , I have to be honest and say I've never looked at those as when I've done it the way you are attempting in the past I just used the uv checker as a diffuse colour on my material in modo as that transferred over.My worry for you without this is that you are going to see lots of errors saying there is not enough material to cover xyz object as either the uv has not transferred over (as you didn't have an image map on it in modo,I swear sometimes it ignores the uv's if you don't do this… that would be the plugins fault ) or its simply because the image map is on the wrong channel.

your second point was why I get those mxm's working in modo .As you will have to save those mxm's out anyway whether it's in modo or studio , so you will only make them once . If you tag them up in studio though you will then be reapplying all over again to the triangle groups if you make a change to the file in modo and want to render what is in effect a new scene. That new beta fixed a few issues for me so try and export again your original scene … it might work!
#376627
I think I got it!!!! well at least a work around. I will say it is most likely a caching problem like stated before.

To get it to work, and this was tested at worked 8 out of 10 tries. Which is better than the 1/100 I was doing before.

When I open the scene file, before it loads I have to quickly click on open in studio. Then it will load. So yes, I am assuming it is having trouble caching for modo then trying to cache for the export to maxwell, or fire.

Would this be fixed with more RAM? I have 16gb...

Should I get more?
#376631
:D

glad you got some way of working through it ! , try and export your scene in a tab that has no preview/fire going on it if ram is the cause . You can see in the windows process monitor how much you are using .I went up to 48gb recently due to issues I was having within modo and large scenes read this thread , modo has possible leaks when you hit a certain amount of ram usage . Sandros linked to another thread at the bottom of that where he did some tests.

https://community.thefoundry.co.uk/disc ... 029#731029
#376660
Yes I am looking into getting more ram. Marton said there was a couple other problems he found too so hopefully the plugin is beefing up a bit to handle such large scenes. Luckily I won't always be working in such large scenes but my client seems to like the feel of all there shots coming from one room. So I might be.

Thanks everyone for there help,

Cody
#376713
DAMNIT!! Had to add some more materials, now it wont export again. Can't even do my trick to get it open in studio..

And its not a RAM thing, I just loaded it on a rig with 32 gb of ram and got nothing either. Its something in the plugin.
#376718
I think I've exhausted what I can suggest without seeing the scene Cody . I'd just end up repeating advice I'd already given you.

I did notice on another thread elsewhere you were talking about displacement you do know you have 2 types in maxwell pretesselated and on the fly ?

I must admit I've never had a scene that I just couldn't get into maxwell.
#376723
MARTON FIXED IT!!! He said he fixed a serious problem in the plugin and now it works. He is a GOD! I could have been done with this last week, I spent so much time trying to get it to work. But it works and my project is full steam ahead and saved. I was about an hour away from retexturing and just using modo. Thank you Marton.

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