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Posted: Sat Jan 28, 2006 11:29 pm
by psanitra
This is my wish as well. No need for studio at all.

Posted: Sun Jan 29, 2006 12:17 am
by Mihai
Ok, then just think of Studio as Maxwell's material editor. All you want is the ability to use mxm files in your native apps. This is already available for C4D and Max, I'm sure the rest of the plugins will follow this way.

Posted: Sun Jan 29, 2006 12:34 am
by psanitra
Mihai Iliuta wrote:Ok, then just think of Studio as Maxwell's material editor. All you want is the ability to use mxm files in your native apps. This is already available for C4D and Max, I'm sure the rest of the plugins will follow this way.
Yes, I will use studio as mat. editor only.I`m max user, i know i have this option. But i need a quick response when doing changes to material settings, this approach requires saving materials after every change and switching windows from maxc to studio etc...
It will be nice if i can change all material parameters in my own 3D application. But I now, this is what NL will not do(it will take too long to do all the plugs, bla bla bla.. ,hehe it`s the old story...)
:wink:

Posted: Sun Jan 29, 2006 12:45 am
by jomaga
[spanish off-topic] no me lo puedo creer! Arturo, soy Jose Martin! [spanish off-topic]
I was using beta from Max plugin, but with RC5 I´m using studio fluently without problems. I am an Autocad user, and for me it´s perfect if an stand alone aplication do all the job without the bridge of the 3d app. Anyway, there is a parallel way with Mxm files and plugins

Posted: Sun Jan 29, 2006 1:16 am
by psanitra
jomaga wrote:[spanish off-topic] no me lo puedo creer! Arturo, soy Jose Martin! [spanish off-topic]
I was using beta from Max plugin, but with RC5 I´m using studio fluently without problems. I am an Autocad user, and for me it´s perfect if an stand alone aplication do all the job without the bridge of the 3d app. Anyway, there is a parallel way with Mxm files and plugins

I like more the old plugin way, 3D max is giving more options to work with object, groups etc, and i`m more efective working in scene space in my native 3D application.
I understand that there is lot of people who will benefit from studio more than me. For them and for you studio is great choice. I just wish that no matter which way i choose in 1.0(plugin or studio) i shall able to use all the features.

Posted: Sun Jan 29, 2006 2:24 am
by Mihai
psanitra wrote: But i need a quick response when doing changes to material settings, this approach requires saving materials after every change and switching windows from maxc to studio etc...
Which is the slowest?

1. Update the material in your native app, hit render, wait for mxcl to open, wait until it voxelizes the entire scene, wait for a slow render because it has to render the entire scene until you can accurately see how your material looks.

2. Update the material in Studio, press update to update the material preview. Wait 5-10 seconds. Switch preview scene with 2 clicks. Click update again and wait 5-10 seconds. Tweak until satisfied, save mxm. The mxm that you had already applied to your real scene in your 3D app is updated automatically because it calls the mxm when you hit render.

3. Load your material test scene in Studio so you can preview in the main window. Update material, draw render region. Tweak until satisfied, this way you don't have to save the mxm after every change and go back to your 3D app and render. Just tweak until satisfied, save. The mxm that you had already applied to your real scene in your 3D app is updated automatically because it calls the mxm when you hit render.


Now you're thinking, why not just make a material test scene in your 3D app, load that, make materials and render? Well:

- you will need to have two instances of your 3D app open at the same time to be somewhat efficient in tweaking. Most will take more memory even with a simple scene then Studio (which still has optimisations to be made).

-you still have to wait for mxcl to open and then close it every time.

-no render region (I think this only works in Max, what about all the other users?)


So even in the best circumstance, even if you have the best plugin for Maxwell, Studio will still provide you with quicker workflow when tweaking materials.

So add to this all the users that don't use all around 3D apps with UV capabilities, very primitive camera options, and maybe you understand more NL's point of view. Some look only from their point of view and say that NL is wasting THEIR time :roll:

Posted: Sun Jan 29, 2006 2:47 am
by psanitra
Nice tutorial Mihai, but uselless :D
Why?

material preview - i want to see how material act in real scene,with my light conditions not on ball infront wall.. :wink: (i know i can load scene into preview in mat ed, but to do suitable scene for that will just take extra time again)

preview/region in studio - i have to export scene, load to studio, assing material, waiting for voxelisation everytime to preview, so have to keep objekt cout low(, which is extra work again)And even if i have made all mats in studio a have to save them to mxm for use in 3D max. I think most of max users want to use the plugin, not studio.

The good think is as you said:Tweak until satisfied, save. The mxm that you had already applied to your real scene in your 3D app is updated automatically because it calls the mxm when you hit render.

I hope studio will improve in next weeks,to make the workflow easiers for all of us.

Posted: Sun Jan 29, 2006 4:05 am
by thxraph
Mihai Iliuta wrote:Ok, then just think of Studio as Maxwell's material editor. All you want is the ability to use mxm files in your native apps. This is already available for C4D and Max, I'm sure the rest of the plugins will follow this way.
ADD lightwave to the list ;)

Posted: Sun Jan 29, 2006 4:25 am
by Mihai
psanitra wrote: material preview - i want to see how material act in real scene,with my light conditions not on ball infront wall..
Disregarding Studio for a bit, if you work that way it will take you 1 week just to tweak all the materials in your scene. Sooner or later you will have to work on a material library basis. I agree a sphere is not the best object to test your materials on, so you have to build a scene with a few common objects in it, lets say a few types of chairs, some different size walls, other objects and shapes.

You can reuse that for virtually any object in all your scenes. I mean a good leather material for a chair will be appropriate for any scene you need a leather material for seats, chairs and couches. Since Maxwell is so accurate you don't need to worry as much how it will look in different lighting. Just make sure you have one good mat and reuse it. You make a concrete wall 2x10m, why change the bump/roughness settings in another render?

So building these material libraries in the fastest most convenient way is through Studio. Ofcourse working with a scene will be more convenient to work in just their main application for many users, but don't be mad (I mean all those that don't understand the existance of Studio) and think NL is neglecting you while working on some useless software that nobody wants. You have seen, work continues on the plugins also and you are receiving updates, so I hope some can settle down a bit.....

Re: Ability to not to use Maxwell Studio at all.

Posted: Sun Jan 29, 2006 6:04 pm
by Rochr
Arturo Roldan Huber wrote:Ability to not to use Maxwell Studio at all.
Regardless of how much anyone trying to state the "greatness" of the studio, i absolutely agree with the topic title.

Try exporting, texturing and rendering out a scene with 2000+ objects, and you´ll quickly find out exactly how much the studio part really suck.
And as far as i remembered, the material-tweaking part was supposed to come with the plugin and not some standalone app.

Re: Ability to not to use Maxwell Studio at all.

Posted: Sun Jan 29, 2006 6:18 pm
by psanitra
Rochr wrote:
Arturo Roldan Huber wrote:Ability to not to use Maxwell Studio at all.
Regardless of how much anyone trying to state the "greatness" of the studio, i absolutely agree with the topic title.

Try exporting, texturing and rendering out a scene with 2000+ objects, and you´ll quickly find out exactly how much the studio part really suck.
And as far as i remembered, the material-tweaking part was supposed to come with the plugin and not some standalone app.
This is my opinion as well.

Posted: Thu Feb 02, 2006 4:41 pm
by deesee
I have mixed feelings on this one. Although I agree with what Mihai had to say, I too would like to stay within my 3d app and not have to go "outside." Having said that, I think Studio is a great material editor and as long as NL will only allow Studio to manipulate materials to such great extents and not the 3d app, I guess it's a necessary "evil."