- Fri Sep 29, 2006 11:49 pm
#186889
I use the checkerboard texture in SW so as to see it clearly in Maxwell ( in studio make the view "textured" and not "shaded" , then you see the texture applied by Maxwell and can use the scale in the projector parameters to change size. I usually use Cubic projection as I can't seem to get the others like Flat to worlk that well.
The whole assigning of textures in Maxwell is a bit hard to get used to but hopefully will improve if SW improves the way it handles them and Maxwell can get at the code. Juan is the expert and may give us an update on the new plugin that he promised.
Jonathan
Has the method changed in the latest plugin? It used to be that Maxwell need a UV map ( I think is the correct term) in order to place textures like bump maps and reflectivity maps etc . onto a model surface. Maxwell studio can't do this itself, if there is no map already present. The textures applied in SW pass over this map in the MXS file and then maxwell changes the texture to the one you select in Maxwell Studio.jd wrote:- I loaded it onto sw2007 and put some SW textures on all the parts so that John Layne could have an mxs file that he can use.
Jonathan i could be way off here, but i do not put materials on in SW i wait till i get into Studio and then go to "window" - "projection list" - then i can select the item and confugure the projection map on the object. is this proper?
thanks jeff
I use the checkerboard texture in SW so as to see it clearly in Maxwell ( in studio make the view "textured" and not "shaded" , then you see the texture applied by Maxwell and can use the scale in the projector parameters to change size. I usually use Cubic projection as I can't seem to get the others like Flat to worlk that well.
The whole assigning of textures in Maxwell is a bit hard to get used to but hopefully will improve if SW improves the way it handles them and Maxwell can get at the code. Juan is the expert and may give us an update on the new plugin that he promised.
Jonathan