SwMaxwell issues
Posted: Fri Jul 08, 2005 5:59 pm
Post here any issue, crash, suggestion..
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A change in the last step before release has generated this bug. It will be fixed early in the next weekdg wrote: SWmaxPM (property manager) does not remember most settings.
It will be fixed in the next release too.dg wrote: It would be much better if you clear the selection filter after closing the PM.
Also for selection filters, I think the default filter when entering SWmaxPM materials should be object.
SolidWorks camera is very new and there is a lack of camera methods. Actually it's not possible that SwMaxwell get the distance between cameradg wrote: if I create a camera in SW, and it say that it is 34mm lense, or some other focal length, why is it that SWmaxPM shows 50mm. Does it not pull any of this info directly from SW?
Camera correction is not clear to me. Must this be entered? If I understand the manual, this does not.... However, I was entering the number for example, 141mm (0.141m) and the focus seemed OK. For example, why can't it pull the camera correction info from SW? or is this actually redundant because max ius actually pulling this number from the camera position box (0.23 as per your manual example). However, it seems the images is more correct if I enter this number. Again, SWmaxPm should remember this number.
dg wrote: Can maxwell detect the default units SW is set for? Or is it already autodetecting the "1" is already correct?Regarding scene scale. If I am working in SW in mm, why is it that SWmax works fine at scale "1"? If I understand correctly, I should have to set it to .001, when my SW working default is MM, right? But if I do that, I get black....
dg wrote: It seemed to be that if I clicked inside the white materials list box, and there was no material there, it would crash. If I select polycarbonate Dielectric, and change the ABBE setting, it does not remain "polycarbonate".
When Maxwell standalone is released (in october) you could go on handling shaders in SolidWorks or you could export a single mxs file just with geometric data and default materials and then apply shaders in Maxwell. The tools that Maxwell standalone will provide for shading will be more powerful than any plugin tool, and also you will have pre visualization... material libraries will come later. But anyway the plugins will go on beeing useful and the material editor of Solidworks will be better in next releases.dg wrote: Do I understand correctly that all the shading will be handled in swMax? If so, will there be support for "true" shader pre visualization inside swMax? And ultimately selection based on existing libraries, rather than the workaround to copy and rename the MXM files?
I think the plugin only works with the early visibility release of 2006 not the pre-release versions.
Well it does work with the pre release - I am using it, but then anything I report is probably fixed in the EV version.
SW are taking their time - I think it was June when 2006 was launched but still no sign of SP0 -- I take this as a good omen - and today I also ate a pasty and the insides where not grey - this I also take as a good sign for the coming year.
TTFN
Jonathan
Yes, there are differences between Solidworks camera and SwMaxwell camera. I am working with it at now, I will update a version with more camera issues fixed as soon as possible.Eric Lagman wrote: The camera seems to be off from sw to maxwell. What I see in my viewport is not what I am getting when it renders. It will be shifted a bit one way or the other.
Let me take a look, Theorycally there is no differencs, so I will compare it with other platforms. If you can provide a very simple example it will be very useful (i.e a emitter cube with 1m strips in swMaxwell and Rhino)Eric Lagman wrote: I seem to have to make my emitters much brighter than in the other plugins to get the results I want. This could just be user error on my part though. Do I need to adjust units anywhere? I see it is set to 1. If I am using inches is this correct?.
Yes is is possible now. If you enable the check box "show the material automatically" when you press an entity in the viewport or in the feature tree the material applyed to this entity is highligthed in the list. If this feature does not work in your system please let me know.Eric Lagman wrote: Once I put a material on a body or face is there a way to click on it in the viewport, and know what material it has. If it doesn't maybe a way to do this would be when you click on a body or face the material in the list gets highlighted.
Eric, thats a great idea. I thought about it in the past but I was not sure if it was appropiate to change the appereance of the model, perhaps the user do not want I change his assemblies. But now I see that you could find it very useful. I will investigate the possibility of adding this feature very soon.Eric Lagman wrote: It would be cool also if maxwell materials would update the color or transparency of an object from the solidworks color properties. For example if I but a green maxwell diffuse on a part it turns green in the viewport by having the sw color match it.
I am not sure if I know exactly what you mean. Are you talking about the floating tabs in the right, like toolbox of 3Dcontent link?Eric Lagman wrote: Also would it be possible for a maxwell material to show up in the new flyout display pane in the feature manager. This would be very handy.
All your comments are very useful. You know developing a connection between maxwell and a CAD platform is a long way. In fact the most CAD platforms just would not allow this connection. SolidWorks is as powerful that we will have a great integration soon. We will provide a plugin more powerful with each update, we have done important steps last month but there are a lot of improvements for the future. SolidWorks Corp is helping a lot to do this way easier.Eric Lagman wrote: Sorry if any of the recomendations or observations have already been mentioned, or are in the process of being updated. It seems to be coming along well.
I really dont understand all that world madness.buffos wrote:juan i really dont understand all that plugin madness
Why not develop a simple exporter.
Export geometry uv, all you need, grouped be material names.
Then texture it in your GUI. Just like matador.
Absolutely all. Perhaps exporting geometry in a CAD program is a code with many thousands of lines. Perhaps you can't export stuff grouped by material names because you do not have material names, even you do not have a material editor. Perhaps get uvs is not so easy. Perhaps a huge integration is desired for many very important reasons, not only in the technical area... Perhaps... Perhaps....buffos wrote: Do i miss smthg?
yes.buffos wrote: 1) Exporting geometry. You actually do that in the plugin and much much more. I am wrong?
CAD programs usually do not export to obj. CAD programs do not work with meshes, but with parametric geometries. The concept of "object" in very different in this type of programs in comparison with 3d artistic software.buffos wrote: 2) Export by material names. If the program can export in obj then it can group by material names.
yesbuffos wrote: Is there a program which supports materials without material names?
I do that.buffos wrote: 3) uv.... Doesnt the plugin, when saving an mxs file export uv. it does.
Perhaps a huge integration is desired for many very important reasons, not only in the technical area... not only in the technical area... not only in the technical area...buffos wrote: What i am asking, is why do you need complete integration in the modeler and not just an export plugin with simple save as...
buffos wrote: Please juan dont get me wrong. i am not trying to be hostile.
I just try to understand.