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Maxwell - More openess on the forums?
Posted: Sun Apr 30, 2006 7:21 pm
by makeArchitecture
Many of us have spent countless hours trying to get something worthwhile out of Maxwell without any success.
We need a comprehensive manual, some good tutorials (Muerta had spoken of these before) and openess on NL's part on what features work and what features do not.
Sincerely,
William Huchting, Licensed Architect (IL)
PS I deleted the non-business part of this and cut straight to the point! Kudos to Tom for responding.
Posted: Sun Apr 30, 2006 8:02 pm
by tom
-edit: Everything is fine now...
Posted: Sun Apr 30, 2006 8:14 pm
by makeArchitecture
Thanks, Tom, I don't mean to be so testy but I put a lot of time into this and keep hitting road blocks and there are no answers to what I think are pretty simple issues.
Can you answer my question about this error message:
>> Checking Data...
>> Loading Bitmaps & Preprocessing Data...
>> Error: UVW channels ( 1 ) on object "ADDITION-SIDING.1" not enough for material "Board-NewBright_4x4"
Sincerely,
Wm
Posted: Sun Apr 30, 2006 8:33 pm
by MarkM
Hi MakeArchitecture,
Do you have a material assigned to ADDITION-SIDING.1?
Posted: Sun Apr 30, 2006 8:56 pm
by fractrix
Maybe there is no uv-projector created for your object ADDITION-SIDING.1.
Every object in Maxwell which has texture maps assigned must have uv-projectors that define the mode of the uv projection.
To add an uv-projector to your object inside Studio select the object from the object list and select create projector from the edit menu.
You can then select the created projector inside the object params list and change its parameters using the Projections Param table from the window menu in Studio.
Hope this helps a bit.
Posted: Sun Apr 30, 2006 8:56 pm
by makeArchitecture
I used one of the materials in the folder provided by Arroway Textures. I think it has a bit map in it--it's siding.
Can you show me how to fix this?
Cheers,
Wm
Posted: Sun Apr 30, 2006 9:02 pm
by fractrix
ok, first good thing you are working in Studio !
If you select your ADDITION-SIDING.1 object you can look at the bottom of the object params table if there is a projector defined in the list just under the 'smoothing angle' field.
If nothing is there you need to create a projector for your object.
Posted: Sun Apr 30, 2006 9:05 pm
by fractrix
I just saw on your screenshot, you can also look inside the projectors list down left on your screen. there should ADDITION-SIDING.1 projector 0 be listed !!!
Posted: Sun Apr 30, 2006 9:16 pm
by makeArchitecture
This is what I have:

Posted: Sun Apr 30, 2006 9:19 pm
by fractrix
Ok, there is a projector defined for ADDITION-SIDING.1. Did you assign different materials to this object ? if so, you need more projectors for that object and have to create them !
Posted: Sun Apr 30, 2006 9:23 pm
by makeArchitecture
I don't think I did.
I imported a dxf from BOA. The layer has the name siding1. Was a material associated with it?
Cheers,
Wm
Posted: Sun Apr 30, 2006 9:31 pm
by fractrix
could you post a screenshot of the object tree of ADDITION-SIDING.1 object if you expand the tree ??? Then you should see, how many materials are assigned to that object. Otherwise, what about trying to add another projector to that object and then trying to render ?!? Sorry, but sometimes trial and error helps me a lot ...

Posted: Sun Apr 30, 2006 9:38 pm
by Mihai
Open the texture picker of that material and make sure all textures are using Channel 0 as projector. Perhaps one of the material is using Channel 1, which would mean that object would need two projectors to properly show that material. So, with any object, if it has only one projector assigned to it, then all textures must use Channel 0 in texture picker. If it has two or more projectors, then one texture could use ch 0, another ch 1 and so on....
Posted: Sun Apr 30, 2006 9:44 pm
by makeArchitecture
Here's the screenshot:

Posted: Sun Apr 30, 2006 9:52 pm
by Mihai
If there's anything you didn't understand in my previous message, please tell me, that screen shot doesn't help.
Open the texture picker of that material and make sure all textures are using Channel 0 as projector. Perhaps one of the material is using Channel 1, which would mean that object would need two projectors to properly show that material. So, with any object, if it has only one projector assigned to it, then all textures must use Channel 0 in texture picker. If it has two or more projectors, then one texture could use ch 0, another ch 1 and so on....