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By jo
#221195
jespi wrote:Hello again:

I´m trying to match the maxwell camera to the sketchUp camera. I´m using the 35mm Still camera from film and stage plugin, like it´s said in plugin´s help pdf, but i can´t get the correct result. Does anyone a workaround for this?.

Thanks
I have the same problem! :(

Ciao, G10
Last edited by jo on Mon Apr 16, 2007 8:34 pm, edited 2 times in total.
By jespi
#221197
Well , i´ve found a workaround to solve it. If you go to select a camera and select Still 35mm camera(first you have to install Film and Stage plugin) and them press render(or export)the maxwell camera will match with the sketchup screen view. But if you try to make a real Still 35mm Camera and them go to view thought camera and press render the maxwell camera will not match to sketchUp camera, i don´t Know why.
User avatar
By tok
#221223
After ten billion render-failed-messages I can I can use mxms now - I can hardly believe it, but the new plugin works, and the material editor works too. Following fv's advice I also played a bit with studio; unfortunately I got stuck when trying to scale my textures. The manuals says:

Image

This did'nt work for me at all; I exported a 60 x 60 cm face, imported it into studio, created a material of this size (tiling 0,60 x 0,60), clicked the real scale box, dropped the material to the face - no way. What's my mistake?
By jespi
#221225
Maybe i´m wrong but i think that is a known general bug nothing specific with sketchUp plugin.
User avatar
By tok
#221241
A GENERAL BUG? I can't believe it! So how do you all scale your textures? Please don't tell me there's no way!
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By Sheik
#221246
Tok,
I would strongly recommend texturing in SketchUp, even if you will work on the final touches in Studio. The projectors, and real-scale in MXST 1.1 are imo clumsy compared to SketchUp.
Use the texture you want on a SU material (or any texture if you want) and scale and align it in SU. (If you don’t know how it works in SU look at the manual under “Position Texture Tool”).
The texture size assigned to the SU material works as “real scale” should work (imo).
Now link an mxm, or swap the material in Studio, and the texture UV map/ projector will be aligned exactly as it was in SketchUp.
The only time I use the Studio projectors is when I want to use cylindrical or spherical mapping.
Sheik
By fv
#221280
I agree that texturing is more easy in SU and if you work with many faces that have specific textures positioned differently I would always do that in SU.

I do change texture positions in Studio though a lot as well. Especially when I want to assign a texture to a group of objects or want to allign a texture assigned to one group to allign to another group. I do this by making the origin of both textures the same and then move them up or done for instance by thier coordinates. In Su that a lot harder to do.
I never use realscale. I do all the work by the projectors input palette or do texturing in SU.

I use Studio to assemble the model and organise textures. That is where its strenght is and to position cameras since the model in Studio is superfast. I also like rendering out of studio since its faster to Maxwell.

Keep trying Studio and you will soon don't want to render big models out of SU anymore.
By fv
#221282
it would be ideal if we came to a standard for the size of jpg's in Studio. Or you can do that yourself. Then you can use any reduced jpg in SU in the dimension as used in mxm materials. So you can texture in SU with any jpg you like and change materials in Studio as you like without messing up the texture positions.

I think I am going to that for all my brickwork, grass, concrete and woodfloor types. I think in the free mxm library all sizes are used so the library needs some work.
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By Richard
#221394
fv wrote:it would be ideal if we came to a standard for the size of jpg's in Studio. Or you can do that yourself. Then you can use any reduced jpg in SU in the dimension as used in mxm materials. So you can texture in SU with any jpg you like and change materials in Studio as you like without messing up the texture positions.

I think I am going to that for all my brickwork, grass, concrete and woodfloor types. I think in the free mxm library all sizes are used so the library needs some work.
I think you may well encounter many problems with that idea mate! For example using a texture for brickwork as opposed to blockwork or 200mm tiles vs 300mm tiles. And heck thats just two examples. As sheik suggests map placement in SU takes out all the mapping issues you may encounter with MR. Except as he suggests spherical and cylindrical mapping. I wish @last would get on top of this one!!!!
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By tok
#221449
Thanks for the hints, Sheik! This way I can handle it.

Image

Only the use of mxms in SU causes strange effects like materials refusing to get removed and default camera adjustments not showing up.

Another displeasing surprise: when I started rendering, Maxwell saved the results just where the mxs was, using the name of the SU origin. Now suddenly the result is saved into the Maxwell output folder and is named default.tga (renderings started from studio are not saved at all).

The main Maxwell issue is: you can never know if you're misdoing something or if you're wasting your time fighting a bug. By the way: a completely unusable feature like real scale shouldn't be called a bug. It's just a basic feature that - though being announced - does actually not exist.
By pelias
#221476
jespi wrote:Well , i´ve found a workaround to solve it. If you go to select a camera and select Still 35mm camera(first you have to install Film and Stage plugin) and them press render(or export)the maxwell camera will match with the sketchup screen view. But if you try to make a real Still 35mm Camera and them go to view thought camera and press render the maxwell camera will not match to sketchUp camera, i don´t Know why.
I am a bit lost here - can you elaborate on "if you try to make a real Still 35mm Camera"? I am not sure what is the difference between 2 mechanisms you've described.

Thank you.

Pavol
By fv
#221511
It would be ideal if SU would import jpg's or images and reduced its resolution by default and kept the original dimensions. Or does it do that? Anyhow if SU does that the images are still too large to keep around in a SU file. The mapped images must be imported smaller then we can use in Maxwell.

Maybe Pavol can work things out in the plugin for loading textures from the mxm libraries into SU. It would be great if you can reduce the imagesize in the material panel according to a desired or default image size and keep the dimensions as they are. I have a feeling this should be possible. Then we would never have to make extra reduced textures for SU. Is this an idea Pavol?
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By Sheik
#221521
Pavol,
I think Jespi is referring to the difference between; “Select Camera Type” and “Create Camera” in the Film & Stage plugin. Create camera will create a camera geometry that is visible in the scene, and you can select “look through camera” to move between separate cameras.
I think there is a problem in the Film & Stage plugin with SU6 that causes the “created real camera” to loose its position. I remember reading about the problem, but never saw a solutions or comment from Google. Does anyone know more about this?
Anyway you should use “select camera type”, not “create camera”, with Maxwell.
Sheik
User avatar
By Richard
#221566
Must say I like the new plugin. Although I'm having a problem where the material panel once enabled always comes up everytime I now select a material even though I've selected hide panel?????
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