Everything related to the integration for SketchUp.
By JDHill
#339811
If an entity has no material (this is what you are calling default), then it will use one of the following:
  1. [Maxwell 2]/materials database/mxm files/default.mxm
  2. Scene Manager > Output > Materials > Default
  3. a basic [153,153,153] lambertian material
The plugin will use [1] if it exists, and if it is not overridden by [2]. Therefore, if you would like to change how all of your models render, edit [Maxwell 2]/materials database/mxm files/default.mxm. And if you would like to change it only in the current document, use Scene Manager > Output > Materials > Default.
By brodie_geers
#341942
Really minor request. It's not uncommon for me to setup all my IBL settings in studio (Fire helps out a lot) and then have to transfer them back to SU. Awhile back you changed the scale from percentage to a number in order to match up with Studio's method of input. Another thing that would help a bit is to put the inputs in the same order. That is studio goes intensity, scale, then offset while SU is scale, offset, then intensity. This takes a bit more mental effort in order to transfer the values over.

-Brodie
By JDHill
#341945
I don't know, I'd rather not be changing the layout unnecessarily -- I believe this particular UI has changed in Studio more than a few times. The plugin basically defines its own way of working with IBL, with the 'use background for all' dynamic UI and such, and I'd rather just keep the whole thing consistent from version to version if possible.
By brodie_geers
#341950
Well it's nothing I'll die over. Maybe some others could chime in. Perhaps I'm the only one that runs into this, in which case I'll suck it up.

I didn't realize studio tends to change the order around. It just looked like a simple thing to tweak, but I don't know the first thing about coding.

-Brodie
By numerobis
#341955
i stumbled upon this issue several times too - yes, it would be nice to have a consistend layout. :)

btw... what bothers me much more is the different layout for the image adustment in the texture zoom window in mxm editor... :wink:
User avatar
By stefan_kaplan
#342265
It would be great, if Shadow Channel could be toggled ON/OFF for each material.
At the moment it is possible to generate the shadow pass directly from the plugin, but it requires the use of mxm's with the Shadow Channel turned on to get results.
A "Toggle Shadow Channel ON/OFF for all materials"-option might be interesting (if possible). This would generate a more common shadow pass, great for post prod.

Also specific adjustment of the Material ID-color for each material could be cool, while we're at it ;)

/Stefan
User avatar
By stefan_kaplan
#344305
More plugin requests:
- Precision: Add decimals to the Elevation hight of Ground Plane and to the Near and Far distances of Z-Clip Planes. OR change the units to millimeters.
- Make fStop go below 1,0 in order to get lower depth of field. OR make it possible to scale the model at export in order to exaggerate the blur-effect when needed.
/Stefan
User avatar
By Richard
#344306
stefan_kaplan wrote:Make fStop go below 1,0 in order to get lower depth of field. OR make it possible to scale the model at export in order to exaggerate the blur-effect when needed.
/Stefan
Hmmm? I like that!!! Brilliant for scale models!!
By JDHill
#344308
stefan_kaplan wrote:More plugin requests:
- Precision: Add decimals to the Elevation hight of Ground Plane and to the Near and Far distances of Z-Clip Planes. OR change the units to millimeters.
- Make fStop go below 1,0 in order to get lower depth of field. OR make it possible to scale the model at export in order to exaggerate the blur-effect when needed.
/Stefan
You can get up to 7 decimal places for any parameter which is not explicitly of integer type in Maxwell -- you'll find this in the context menu for the parameter in question. On fStop, I believe it is limited to 1.0 in the SDK, but an optional export scale factor should be possible.
User avatar
By gtalarico
#347413
I don't know if someone has suggested this before here...

Would it be possible to add a "New MXM" button. When the user activates the mxm link mode?
It would be located as an icon, next to open, edit, and clear.
By JDHill
#347414
That would be possible. Would I be correct to assume that when you click this button, a dialog pops up asking you to specify what the mxm file will be named, and where it should be created?
By brodie_geers
#347415
How about adding some better options to help with clay renderings.

Currently using Material override isn't working at all for me when I render directly from SU. Maybe that's on my end?

If I export to studio it only works in certain circumstances. Under normal conditions it only works here and there because if you have a group with more than one material it creates submaterials in Studio which aren't affected by Override Material (which seems odd to me). So you have to choose 'separate by face' in the plugin, but since there's no universal option for that, this can be quite a chore (defeating the purpose of doing a clay rendering, which is mainly to save time).

Additionally, it would be nice if glass and light materials could be excluded so they maintain their properties but that may be outside of the scope of a plugin and more to do with the engine itself?

Any ideas on these?

-Brodie
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