Everything related to Studio.
By kkni
#348238
What I'm trying to do is not spend $3000 on a full-fledged ani program. I have Rhino, which really doesn't do unwrap uvs, and Zbrush which does quite elegantly. I can export an obj from Zbrush which is supposed to have the unwrap uv info in it, but Maxwell doesn't read it, it seems.

I had thought it was an obj problem, since the format is old and simple, but according to its wiki, it brings in the uv settings.

My test was to both apply and generate the UVs and a texture in Zbrush then bring them both over to Maxwell. They don't match up. Not even close. Does anyone have any experience in this?

kk
By Polyxo
#348241
One thing is important - you need to flip textures vertically at export. Then it should work.
Most convenient is to use the MultiMapExporter, it does this automatically.
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By polynurb
#348297
btw. rhino 5 beta has uv unwrapping available in the object properties mapping tab.

it is a bit strang how you edit it in the viewport, but it works ok as far as i can tell.
By Polyxo
#348300
polynurb wrote:btw. rhino 5 beta has uv unwrapping available in the object properties mapping tab.

it is a bit strang how you edit it in the viewport, but it works ok as far as i can tell.
Have you tried it? In current state it's absolutely unusable even for simplest stuff.
Zbrush's UV tools in contrast are pretty amazing.
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By polynurb
#348303
Polyxo wrote:
polynurb wrote:btw. rhino 5 beta has uv unwrapping available in the object properties mapping tab.

it is a bit strang how you edit it in the viewport, but it works ok as far as i can tell.
Have you tried it? In current state it's absolutely unusable even for simplest stuff.
Zbrush's UV tools in contrast are pretty amazing.

nothing wrong here:
Image

maxwell material textures don't show up yet during editing, seems to be a beta thing.

but it works totally ok to unwrap simple objects and export them as obj.
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By polynurb
#348306
i wanted to point out that selecting seams in order to create custom patches seems to work.
so on geometry where you would want to manually separate these, you can get a preview from within rhino and you will also be able to do corrections in the editing mode.

however, i certainly agree that this is covering only the most basic features, and many other programs do a better job, or have more options.

interesting post there, ill take a look when i find some time!
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By polynurb
#348315
hello Holger,

tricky challenge!

i also think that the lack of multi material support is a limiting factor in rhino, although i don't miss it too much in my usual work flow.

anyway, as some of the postings in the NG suggested with the right surface topology more can be achieved.

i used a loft to recreate the solid, that is all i changed and it works for maxwell.

the other thing left open is the handling of multiple uv channels when it comes to the render plugin, but any serious renderer can deal with that, and so can maxwell.

cheers,
daniel

maxwell version



Image
By Polyxo
#348318
No - that was my whole point - people just don't seem to get it...
No renderer available for Rhino can properly handle what you just created. Maxwell neither.
What you just created by exploding stuff is a disjoint mesh.
No problem with flat wood (no visible problems at least). Definedly a problem as soon as you add displacement as everything gets torn apart.
Also all dielectrics and SSS will render incorrectly with such a setup. Imagine the cut end of the wood was polished glass and the rest of the profile
was sandblasted glass and you had assigned two different mxms. Due to the split geometry this setup would render incorrectly.
That is why per Face Mapping inside of Rhino is so badly missing.

For as long as it doesn't exist NextLimit could maybe help us out by allowing disjoint but perfectly matching meshes as Input for Rendering.
I preferred this about a hundred time over getting support for hair in Rhino...
By Polyxo
#348320
Sorry!
One however can't judge on what you did as you didn't send the textures along with the file...
I only saw that the UV-patches for the C-shaped pieces weren't straightened which I would consider
neccesary for correct mapping.
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By polynurb
#348321
You can relink it with any other texture, i just put in some little more highr res.

The unfortunate thing is as you noticed viewport display is broken, i think it is a current maxwell limitation with custom mapping (rhino uv unwrapping)

In fire you can see it properly.

The approach is to use the "OFF" texture space of untiled texture channels to clip unwanted regions.
By Polyxo
#348355
I'd be glad if you used the " Maxwell_GatherFilesAndMakePathsRelative" and reattached the files.
What I currently see is that you used custom mapping (which objects?) and separate mapping channels.
Just by using my own maps I wasn't able to reproduce your outcome.
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