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By thinkbuild
#147164
Dear Ouden -

Are you still there? Any chance that your super-fantastic tool will be updated to work together with mx v 1? I hope so!

best wishes to all,

thinkbuild
By etbarchitects
#156351
its me ouden(my ouden account is disabled since i am registred with next limit w. another email).. so.. i'll try to get to it sooner or later... i've been using 3d studio/sketchup to do most my work.. but, if there is a need, i'll try to get to it
User avatar
By thinkbuild
#156352
ouden - glad to hear from you. i think many of us would be very happy if your tool could be extended/updated to work with the current status. there has been some discussion of this also at ppb ... please advise if i/we might be of any help on this...! in the meantime, wishing you the best from berlin, germany, jason*
User avatar
By Sheik
#156396
Did you test Hrothgars SketchRender? It has a context tool + you can assign mxm materials directly from your SU material browser. It works with 1.0.
User avatar
By thinkbuild
#156397
Hi Skeik -

Nice to hear from you - Can you send me a link to more info on sketchrender? this sounds very good ... please advise. I can imagine there is a separte thread for this somewhere, too...

Hope all is well up north,

Jason*
User avatar
By Richard
#156861
thinkbuild wrote:Hi Skeik -

Nice to hear from you - Can you send me a link to more info on sketchrender? this sounds very good ... please advise. I can imagine there is a separte thread for this somewhere, too...

Hope all is well up north,

Jason*
Hey Jason mate I have posted a thread to PPB which gives tips for the use of shortcuts to get really quick results applying links to MXM's which mate honestly is a far better way to go!!

I explain the use of these shortcuts which enables you to utilise windows browser for MXM selection, which as it can display good quality thumbs of the MXM makes for good selection and fast!

I must say mate although these options for direct export to render from SU is great, I'm actually finding the process of applying materials in Studio (maps placed in SU as a scale for MXM only, as projectors in studio are clumbsy) so much easier and the added hassle of needing to pay any attention to model structure or material app is just not worth it!

Mind you in the previous plugin I would have been looking for anyway to export from SU direct to render! But the new plugin takes ALL the work out of it for you. Now you can just model the way you normally would have in any structure of groups, components, layers - it doesn't matter. You can count entirely on a flawless exporter to do the grouping by materials for you!!

If you are shy of studio it still can comes down now to being as easy as this:

1. Model in SU, paint all surfaces in their respective materials, suggest you use any of the texture maps to be utilised by the MXM to provide correct map placement and scale to the MXM. ie: if you are going to use an MXM for a brickpanel, you can paint that surface with the texture map for that brickwork and later MR will use that map for placement and scale of the MXM. Note in the material editor if the maps are then scaled 1:1 they will match the scale and tiling of your SU texture.

2. Export to maxwell (Set here all your rendering, sky, sun and camera options if you aren't excited about doing this in studio).

3. Open Studio and open your export file (I find if I right click on the file / open with / MXST studio opens but not the file and the main tool bar is not visible, so again open studio first),

4. Right click it the 'Camera List" window and create new camera (ctrl+c), right click on the new camera and select 'set this camera as active'. The reson for this is to create a new camera, set it active and then your original SU camera location is not lost and you can set it active before save!!

5. Open the material browser, then in your scene click on any area you want to apply a material (here is where the plugin is perfect as you will note geometry painted with the same material will highlight - doesn't matter what the grouping or component structure of your model, yeahhhhh!!!). Then locate in the material browser the MXM you wish to apply to this surface and drag it from the browser and drop on your selected geometry! Repeat this for all surfaces!!

6. Right click your original camera and set active, save scene, close studio, double click the same file and the render will start as it would have from your SU export!!!!!!

Mate I know this sounds like more work but seriously its so easy not having to do any thinking in SU with regards to material app as the plugin works so good and this material app in Studio so easy!

The only other thing you will need to understand in Studio is nav you can find this on page 86 of the MR manual (shame shortcuts in studio cant be customised so you can match your SU ones).
By fv
#157001
Hi, thanks for your enthousiastic response to the forum here. Is your posted thread to PPB the same or does it mention more details. Please link me to the mentioned thread if you can.

I posted a thread under the MacOSX forum since I seem to have trouble getting high resolution results picts out of Maxwell. My system crashes with anything serious I start to render. I wonder what the max safe resolution is when it comes to maxwell on a mac.
User avatar
By Richard
#157162
fv wrote:Hi, thanks for your enthousiastic response to the forum here. Is your posted thread to PPB the same or does it mention more details. Please link me to the mentioned thread if you can.

I posted a thread under the MacOSX forum since I seem to have trouble getting high resolution results picts out of Maxwell. My system crashes with anything serious I start to render. I wonder what the max safe resolution is when it comes to maxwell on a mac.
Sorry I can't help you with the mac issue!

Here is the link I hope!

http://www.pushpullbar.com/forums/showthread.php?t=3047

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