By Josephus Holt
#290839
I'm new to Rhino...if I'm using Maxwell MXM materials, is there a setting in Rhino so I can see the texture map in the shaded view?
By JDHill
#290842
Sure, start by checking two things:

1. you need to put your Rhino viewport into a Rendered display mode
2. you need to make sure your material has one of its textures selected

The first, you can do by right-clicking the viewport title and choosing Rendered. The second, you accomplish by opening the material editor, selecting the BSDF/etc. which contains the texture you want to view, and then clicking on that texture's button.

Let me know if that takes care of things...
By Josephus Holt
#290895
Thx JD..also for your post in the Rhino forum. Will continue this thread here only as this is more likely to be "home" for you. I need to spend a little time with the Rhino uv editing tools on my own first...I'll post again if I run into something I can't figure something out.

I just checked out your Real Scale texture mapping tut...will go through that thoroughly asap. I must say that you have very clear thought proceses :shock:

Maybe one quick question to save me a little time...where does Rhino put UVW 0,0,0...at the bottom left corner of the surface?

Joe
By JDHill
#290922
Yes, afaik it doesn't ever use W, but UV are 0,0 going from the bottom-left of a surface. When bitmaps are scaled or offset though, it depends on whether we are talking about doing so via Rhino or Maxwell, because for Rhino (i.e. Object Properties > Material > Basic > Texture > Tiling > Modify... > Tile/Offset X/Y), a bitmap's origin is also bottom-left, while for Maxwell (i.e. via the plugin's Material Editor > texture Editor > Tile/Offset X/Y) it is top-left. When using Maxwell materials, you should do all your material editing using the plugin's material editor, since it takes care of silly details like this.
By Josephus Holt
#290943
JD, thanks for pointing out that little quirk. I'll be using the MW editor as likely every texture will be an mxm....so top left it is :roll: .
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