#376590
I can't take this anymore!! I will take any advice in the world, and Marton is working on my file now, but if anyone can help that would be great.

I have a large room with a ton of items in it, but it comes out to be about 17,000,000 polygons and about 40 materials. And I am using the modo to maxwell plugin.

And I can't do anything when it comes to exporting. It will either just crash on the spot, or will will start to load then just freeze at a random percent. Or it will load then do nothing, by nothing I mean, fire will just stay black or the studio won't open.

I even went through and UVed everything in the scene!! and nothing exports. My fire will work like 1 out of 100 times and when it does work, good luck trying to close it and use it again. Crash. No lie, modo crashed at least 100 times yesterday trying to texture this scene.

I can't just randomly post the scene up here because it is for a client who needs the renders by Friday! But if this has happened to anyone please give me some advice. About ready to smash some stuff!

Like is there some way I can export it manually or something? Or do I just try to texture it in maxwell studio after I can somehow just export the geometry? I only have a couple things that actually have a pattern to them and really need to be uved. Everything was sent to me in obj format so the geo is already all triangles. I had nowhere near enough time to remake everything for better mapping, but this way should work because I have done it in Modo a million times like this.

I love maxwell quality and basically could never go back to modo render quality and it might be too late for that.

Thanks

Cody
#376591
Have you tried exporting the scene out in smaller sections (as individual mxs files), then importing them into one overall scene in Maxwell Studio? Say if you were doing an interior visual, perhaps export out just the building as one file, then export the furniture as another file, then export various props etc. until it's broken down into smaller more manageable chunks. With the amount you have in the scene, it sounds like it could be a computer resources problem, like it's running out of memory due to the number of models or high-res textures perhaps.
#376594
It will export the geometry if I turn off all the materials. But I don't know enough about the studio to do all the texturing in there. Especially part that have multiple materials to them, which is almost everything, do I have to make a seperate mesh for each part? I hope not because I am using instances. I just made another thread about this topic...

It might be my only option at this point. I have a pretty decent build, 16gb ram 3930k, also when I export and watch my ramm monitor, it never fills up..
#376595
Oh dear ,
sorry to hear that Cody , Marton is highly diligent so I'm sure he will get to the bottom of it for you. I did send you my email by a private message to your maxwell render account (don't know if you got that) but I would have a look at it for you.
One thing you can try is to open a new scene whilst your other is still open in modo and drag your meshes one by one up into the new scene after each new mesh has been added try fire or export to maxwell to track down what is causing the error .It could be some bad geometry/material for example .If it is a mesh you could try mesh cleanup on it.

Anyway the offer is there.

best

Matt
#376597
post a shot of your open shader tree, as in showing materials open

also dragging everything up to a new scene won't move anything , so you can rebuild your scene in modo in a new file (move lights,camera's,meshes into it) .I've done it myself to track down an issue.
#376604
now have you tried turning all your materials off then turning on 1 by 1 and export to see which one causes the error? if one causes the error leave it off and try the next one till you find it just one or a few of them causing the error.

I couldn't see anything wrong by the way in your shader tree
#376606
RobMitchell wrote:Hmm, very frustrating. If you're using a lot of image maps, could you try overwriting the textures with low resolutions versions and see if the export works? Then if it does, save over them again once in Studio with the high resolution versions.
Yeah I had it yesterday where if I hid anything with a map attached to it, it would export, but today that isn't the case.

I will try doing the one by one method and let you know how it goes.
#376610
Yeah I can do that, but every time I want to use fire I shouldn't have to close modo and reopen it, no matter how big the scene is...

I wonder if I can just get a simple base mxm texture applied to each, I could modify them in the studio to my liking...

I will try that.
#376612
it shouldn't happen agreed 100 percent , but I've seen that behaviour before and a new modo cfg file or a restart sorts it. I suppose what I'm saying is modo is pretty bad for corrupting its own cfg file and causing issues like that.
#376613
Yeah I understand. I would texture this in the studio but I need to somehow have everything tagged so I can texture it. Because I have a bunch of meshes that are made up of 3or4 different materials, but are all still one mesh.


Is there a way to replace a texture in the studio? So lets I get it to export with just a base material. Is there a way to go in the material menu, select a material, and replace it with a material I already created for the scene?
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