User avatar
By Richard
#78009
I posted this suggestion to the PPB and post it here hoping it will see some attention.

My suggestion is that as results from MR will be better if all materials are assigned MR attributes I suggest that a button be included in the plugin
that will assign the difuse shader to all materials in the model. Then after that selected materials can be updated to various alternative shaders as required.

This could be done prior to bringing in any components with pre-assigned MR shaders. Or this function would be applied to all materials not already assigned MR attributes.
User avatar
By Sheik
#78055
I think the ”Default Material Type” we have when no MR materials have been separately assigned is the same thing as the MR Diffuse material, so no need for a button.
SU materials with transparency are by default assigned a Dielectic material, but there seems to be something wrong with it in b06.
Sheik
User avatar
By Richard
#78111
Thanks sheik, I did read that later in either one of your replies or in the tut you so kindly put together, I hope the bug in the plug is fixed. Thanks again for your help mate.
User avatar
By dizzlewizzle
#79971
u should definately not leave anything as a default sketchup material as the light will not reflect off of it correctly and will not pass though dielectric materials correctly....i found u should just apply maxwell settings to all faces in scenes
User avatar
By Richard
#80327
Thank mate, I must say I just found that out myself the hard way too, duh!
User avatar
By Sheik
#80367
I haven’t noticed any difference in the Default Material and the Maxwell Diffuse material with default settings. What differences did you notice?
The default material assigned to transparent materials (Pavol says it is a dielectic material) however doesn’t work.
Sheik
User avatar
By Richard
#81714
Skeik

What I noticed is that if no maxwell materials are present there is little issue, however if there is a mix of SU and Maxwell materials masses of artifacts are generated and this increases as the render progresses.
By eno
#81863
Thanks for the tip - I could not render a thing.....

That tip was a life saver.

All the best,

Omar
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