User avatar
By Maxer
#155840
Frances wrote: The only new thing Next Limit has brought to the table is a release version that is a near total departure from what I originally bought into.
Right on Fran, God I love it when you talk like that! :P
User avatar
By Mihai
#155841
Yes, it's different.....lots of things have changed since the alpha and old material system was much too limited. What I can't understand, and I just said I think this is what is part of the problem (I didn't tell you to read it slowly until you can understand it), is that people refuse to accept it, simply because it's something new. I tried to explain patiently, but don't expect me to have limitless patience. Comment as you wish, constructive or not....As I said I just tried to clarify some things, take it or leave it.
But i think that what people are waiting is that NL give us some
good material database (plastic, wood, cement, etc.) that we can tweak.
That's what I think too. But how would you make a "wood" material? For plastics it's different, you could have some presets.
By DELETED
#155842
DELETED
User avatar
By Rochr
#155846
Mihai wrote:But how would you make a "wood" material?
That´s what we(i) would like to find out too. You guys in the A-team have been testing the material editor and know how it works.
A step-by-step tutorial would really go a long way.
User avatar
By Maxer
#155849
Mihai wrote:What I can't understand, and I just said I think this is what is part of the problem (I didn't tell you to read it slowly until you can understand it), is that people refuse to accept it, simply because it's something new.
I can tell you exactly why people are refusing to accept it; you can't give someone something that is easy to use, and meets 95% of their needs, then turn around and make that same process 5 times harder and expect them to say Thank You. People bought Maxwell partly because it was easy to set up and use, so now you've basically taken away that part of Maxwell which made it attractive to people.
User avatar
By Frances
#155850
deleted
Last edited by Frances on Tue May 23, 2006 4:58 pm, edited 1 time in total.
User avatar
By mverta
#155851
Lord God Jesus Christ Almighty in a chicken basket if you people spent a billionth the time playing with the materials that you do posting questions about how it works, you wouldn't need to post questions about how it works.

I didn't write Maxwell and I haven't the first damn clue what ND is, but I figured out what to set it to in about 15 minutes to get any material I want completely dialed in, as have no shortage of other users. This is ridiculous. I've been a mental ray user for years and I still have to re-learn all the freakin' GI optimization tricks for every scene. Not that I bother with that engine anymore.

Maxwell is its own thing, and that thing ain't hard. It's predictable, and you can learn it. What you learn translates to every scene you do and it looks beautiful.

Valiant effort, Mihai.

_Mike
By sampson
#155853
hear hear. thanks for the effort mihai
User avatar
By Mihai
#155854
Frances wrote:
Mihai wrote:Comment as you wish, constructive or not....As I said I just tried to clarify some things, take it or leave it.
You've perfectly clarified the stuff we already understood. It's the tough questions you're having a problem with. Perhaps those questions are better answered by the development team and not the beta testers.
So basically you're saying I shouldn't have written anything because that stuff people already understood.....thanks.

Do you want to turn everything into a personal discussion? I didn't start this by saying, people, you need to read stuff more slowly or some of you won't understand it. Now you've made me think, yet again, why did I bother.....if no info has been received. Now we have 7 pages of mostly non info, yet again.....not my fault, truly.
By rickyinmotion
#155857
yes agree with all.
But a good material database will be very helpful :wink:
User avatar
By mverta
#155858
...yes, and once you learn the materials, you can build one. It doesn't take long and it's not difficult. It's not a good idea to have no understanding of how they work anyway. No one "magic leather setting" is going to work for all leathers. Ditto for plastics, metal, etc. If you have a library of 50 different aluminum settings, by the time you get through trying each of them out, you could've written the correct one from scratch, probably without looking. You can program a fresh, awesome aniso brushed aluminum that behaves accurately in about 30 seconds, less time than it took to post this stupid reply.

_Mike
By rickyinmotion
#155862
tatata no so a stupid reply, mverta.
In the annoncement made by NL before the 1.0, we must have a material
database. I don' t think that today is a good one. Take the example of plastic.
the same with various color...
Show us the basic tool, and we can improve.
User avatar
By Rochr
#155864
mverta wrote:...yes, and once you learn the materials, you can build one. It doesn't take long and it's not difficult. It's not a good idea to have no understanding of how they work anyway. No one "magic leather setting" is going to work for all leathers. Ditto for plastics, metal, etc. If you have a library of 50 different aluminum settings, by the time you get through trying each of them out, you could've written the correct one from scratch, probably without looking. You can program a fresh, awesome aniso brushed aluminum that behaves accurately in about 30 seconds, less time than it took to post this stupid reply.

_Mike
Excellent. Since it´s so damn easy, and just to get us started, then perhaps you can show us how to create a rough concrete material without the use of image based textures?
User avatar
By aitraaz
#155865
mverta wrote: You can program a fresh, awesome aniso brushed aluminum that behaves accurately in about 30 seconds

_Mike
Hey, Mike is back! :) Fresh, awesome aniso brushed alluminum, this is great!
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