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Maxwell ready models or material converter.
Posted: Tue Oct 10, 2006 4:28 pm
by JTB
I would like to have some Maxwell ready libraries of models. Try cars for example... Have you seen Dosch cars? They have at least 5-6 different materials each. We all know that making 5-6 MXMs for each model is not the easiest thing.
The best thing would be to have a material converter, like the one we had for beta, only better... We should be able to convert all mats automatically. Most of the 3rd party libs have standard mats and some of them have a version with vray mats. All these images, all these params, it would be nice to save them automatically into a MXM file.
Posted: Tue Oct 10, 2006 7:15 pm
by Ernesto
The problem of thinking in ready Objects libraries for Maxwell, is that we do not have a clear workflow yet!
What I mean is that most of us are working on diferent softwares, and also on studio, so which format should that library be?
If it is mxs yuo will not be able to export to your favorite software.
I think we will have to wait some more time until a professional workflow is possible.
Ernesto
Posted: Tue Oct 10, 2006 7:46 pm
by JTB
You're right, but it is not a material problem, I don't know if you have seen the DOSCH 3d collection, I took this as example because in their CDs you will find the same model as 3ds, max, lwo, c4d, obj, so I guess that covers most cases.
This is what we need.
I know we need a change in our workflow because right now we deal with a great delay when making materials right from the begining when Vray has a scene converter or a material converter.
But this will be for MXST not the export from the 3dapps. So I guess the material problem will always be there.
Posted: Tue Oct 10, 2006 7:49 pm
by devista
JTB wrote:So I guess the material problem will always be there.
Totally in agreement
saludos
luis
Posted: Tue Oct 10, 2006 7:55 pm
by Maximus3D
The models obviously have to be in MXS format so everyone can load them up in Studio and drop the models in their scenes with textures and materials all prepared and applied. Any other format requires way too much work as it has to be tailored and adapted for all 3d apps and their respective formats. Too much work..
/ Max
Posted: Tue Oct 10, 2006 7:57 pm
by Fernando Tella
What's the problem with giving, .max, .lwo, .c4d with .mxm's assigned and the mxm files? It has been done for other softs. Some file types doesn't admit material assignment, but max, c4d and so does.
Posted: Wed Oct 11, 2006 7:54 am
by JTB
Maximus3D wrote:The models obviously have to be in MXS format so everyone can load them up in Studio and drop the models in their scenes with textures and materials all prepared and applied. Any other format requires way too much work as it has to be tailored and adapted for all 3d apps and their respective formats. Too much work..
/ Max
If you get 3ds,max,lwo,obj,c4d,dxf don't you think that's enough? I guess it's better than nothing at all. I already mentioned that this is happening with Dosch libraries. As Fernando said, you can provide the models and the MXM files too.Also, the work will be done by the company that provides the models, I am not asking NL to make 3d models. If applying the materials is too much work then we 're in trouble anyway...
I am asking this not because I am lazy but because I can see the difference between the time I need to setup a scene with maxwell.
The only thing that doesn't need correction is the light, this is the only accurate thing in Maxwell. Materials, projectors, cameras, everything takes more time to adjust (Talking about working in studio, not the 3d app). So, I just want to be able to use maxwell ready objects for my scenes.
Posted: Wed Oct 11, 2006 2:14 pm
by Mihai
JTB wrote:Materials, projectors, cameras, everything takes more time to adjust (Talking about working in studio, not the 3d app).
If the objects already have proper UV's, there is no need for you to create any new projectors (in Studio or otherwise). If the objects don't have proper UV's, then you would need to spend time to make them, indifferent of what renderer you use.
I don't see what setting up cameras has to do with model libraries. Wouldn't it take you time to set up cameras using other renderers as well? Or do you mean that the Maxwell specific model libraries should have their own camera views included?
Materials included with the models. Some model libraries have this but most have a base type material which wouldn't be good enough to use anyway. Does that Dosch car collection actually have a somewhat acceptable car paint type material, or is it simply a phong with some specular and color? You would still need to spend time and make the materials that you like. A great help now anyway is the MXM site.
I just find this wishlist item a little strange, since it's about taking the time to make your scene look right. There are very few drag and drop things you can buy which will look ok without tweaking.
Posted: Wed Oct 11, 2006 5:31 pm
by JTB
Mihai,
Thank you for your answer, I appreciate your opinion and your work so I would like to clarify some things.
1. I am not very comfortable with MXST so that's why I say that it takes more time to finalize the scene settings. Of course cameras have nothing to do with material settings.
2. If the materials applied to the models were MXMs why do you think that everyone would like or need to change them? I would use them immediatelly. Also some of these models have Multi/Sub-Object mats with bitmaps assigned so it takes a while to make all these to MXMs (like cars or people).
3. I think it is not a wishlist item, it is a time saver and a nice promotion for maxwell.
Finally, there is something that nobody comments. I wrote about a material converter. I hope you agree with that. At least this would solve most of the problems in scene translation. It would be a kind of material converter and MXM creator
Posted: Wed Oct 11, 2006 7:02 pm
by SunlightRocker
JTB wrote:Finally, there is something that nobody comments. I wrote about a material converter. I hope you agree with that. At least this would solve most of the problems in scene translation. It would be a kind of material converter and MXM creator
NL is working on new plugins, and I really hope they add that future.