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B-maxwell Update : finally
Posted: Sun Apr 12, 2015 11:20 pm
by seghier
finally Nildar update the plugin 0.9.1
" Current version - 0.9.1
Compiled with Maxwell SDK 3.1.0 and Blender 2.74 "
time of tests

Re: B-maxwell Update : finally
Posted: Mon Apr 13, 2015 9:29 am
by Hillmeister
Yeeeeeehaaaaaaa
Thanks for the heads up!
Re: B-maxwell Update : finally
Posted: Tue Apr 14, 2015 9:41 am
by seghier
thanks
the plugin after some tests need some improvements
but it work fine and save alot of time ; i hope nildar contact maxwell team and made the plugin better
Re: B-maxwell Update : finally
Posted: Tue Apr 14, 2015 12:20 pm
by Hillmeister
I have Fire working, allthough a simple scene, it feels good!
Let's indeed hope the plugin will mature!
Just getting Maxwell updated to 3.1 and keep using Blender as my primary 3D app makes me very happy!

Re: B-maxwell Update : finally
Posted: Tue Apr 14, 2015 4:08 pm
by seghier
good
this update help you to upgrade

Re: B-maxwell Update : finally
Posted: Tue Apr 14, 2015 7:28 pm
by Asmithey
I an having lots of trouble. All my pre made models, when I try to render them, I get an error say "not enough for the material" which means it thinks the model is not UV unwrapped. But If I renderer to Maxwell Studio from Blender, and render to Maxwell Render from there, the objects render fine.
Re: B-maxwell Update : finally
Posted: Tue Apr 14, 2015 7:36 pm
by seghier
are you apply mxm materials to all objects ?
Re: B-maxwell Update : finally
Posted: Tue Apr 14, 2015 11:29 pm
by Asmithey
Yes. I have been testing with simple one material plant models. It seems there is a problem using existing projects created with earlier versions Maxwell Render. Sourvinos, on the Blender artists forum, has reported the same issues.
Re: B-maxwell Update : finally
Posted: Tue Apr 14, 2015 11:56 pm
by seghier
ok try that
- when you load you plant separate objects by materials
- create custom material for each object and choose its texture
- select objects one by one and under : Data go to Maxwell UV Sets
add uv texture and choose : - Type : Locked
- UV map : UVMap
render your scene directly
---------------
you can see that fire work with custom materials but all objects are black
Re: B-maxwell Update : finally
Posted: Mon May 04, 2015 1:31 pm
by dariolanza
Hi all,
I'm testing the Blender plugin for Maxwell and I'm getting some issues from the beginning.
I launch Blender, choose Maxwell as the default renderer and hit the "Render" button to launch the scene (the default startup cube) to Studio.
Then I get this export error (see below).
What is causing this? How to avoid this fail?
Thanks!
Dario
Traceback (most recent call last):
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\engine.py", line 227, in update
self._export_result = exporter.export()
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\__init__.py", line 556, in export
ex_obj.export()
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\object.py", line 173, in export
mxobj = self._create(bl_object.name)
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\object.py", line 410, in _create
return self._to_mesh(name)
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\object.py", line 467, in _to_mesh
mats = exporter.materials.get(mesh=mesh)
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\material.py", line 57, in get
return [self._get(m) for m in mesh.materials]
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\material.py", line 57, in <listcomp>
return [self._get(m) for m in mesh.materials]
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\material.py", line 74, in _get
mxm = self.export(material)
File "C:\Users\admin\AppData\Roaming\Blender Foundation\Blender\2.74\scripts\addons\bmaxwell\export\material.py", line 170, in export
mxm.Reference = (path, True)
TypeError: must be str, not None
Re: B-maxwell Update : finally
Posted: Mon May 04, 2015 1:49 pm
by seghier
hi Dario
are you use the last version ?
i had the same problem when i didn't apply any material
you must apply custom material or other to your object
---------
there is no problem with the last version
Re: B-maxwell Update : finally
Posted: Tue May 05, 2015 10:16 am
by dariolanza
Thank you Seghier,
the new version of the plugin (0.9.2) solved that problem as you mentioned ; )
The issue I'm facing now is that any object that doesn't have a specific material applied (i.e. the default startup cube), appears with a referenced MXM material in Maxwell, as as that MXM doens't exist either, the render gets stopped. Is this the normal behaviour? Do you need to apply a material to every object? I remember it wasn't mandatory on previous versions of the plugin.
In addition to this I have a new question: in the plugin interface I see the options to launch the render to Studio or directly to Maxwell but is there any way to simply save the MXS scene file to disk?
Thanks!
Dario Lanza
Re: B-maxwell Update : finally
Posted: Tue May 05, 2015 11:11 am
by seghier
Hi Dario ; that good

you are right ; the previous versions exported objects with default material ; i think nildar forgot to did that ; i will ask him
to save the scene :
under output choose any folder
under Maxwell render / open with : choose none
than click render to save the scene
Re: B-maxwell Update : finally
Posted: Tue May 05, 2015 2:00 pm
by dariolanza
Great, thanks for the steps to export to MXS.
Let me know Nildar's thoughts about the default referenced material thing.
Cheers!
Re: B-maxwell Update : finally
Posted: Tue May 05, 2015 2:06 pm
by seghier
i remember he shared two versions in the same day
i think the first don't have problem with default material ; because i asked him about that and he told me he will fix it