All posts relating to Maxwell Render 1.x
By earache
#303442
Hi All,

New user and first time poster here. I have lots of questions, but one that is most important to me is regarding the process of rendering product graphics/decals/logos. I've scoured the forum for details and while there is a typical process (via weightmaps) it seems like it's going to be a lot of work for my application.

I'm going to be rendering very detailed products... think oscilloscopes, power supplies, power meters, etc. Lots of buttons, each one with different graphics in different colors. Lots of labels/decals. Based on my very limited knowledge of Maxwell it looks like it's going to be a nightmare for me.

I'm coming from Showcase/Image Studio which are extremely good at handling graphics/decals. I can create full scale .png files of my graphics, apply base materials to my models, select the surfaces I want the graphics to be applied to and I'm pretty much done. Not quite as easy with Maxwell. The examples I've seen in the forum really focus on applying just a single, one-color logo onto a single surface, nothing really like what I need to do. If I have a product that has 50 buttons, where do I even start? If I have to handle each button individually there's no possible way I can be efficient.

I'm hoping to get your thoughts on the best way to approach this type of challenge. Looking forward to being a part of this excellent community, which is totally opposite from Autodesk's (where one can post a simple question and it never gets answered).

Eric
By RichG
#303462
Most people don't use Studio a whole lot, they have their favourite 3d app and export to Maxwell to render. I would break down the model by material so that anything that is rubber is one mesh item, anything aluminium is another mesh item etc. That way, you can apply one decal to all your buttons as you want. Studio's not great for scene construction like this so I'd be doing all that in Cinema 4D and only export when I'm ready to render. I'll occasionally use Studio to trouble shoot something that isn't working as expected but that gets less and less with every update. What package do your components start life in?
#303720
RichG wrote:Most people don't use Studio a whole lot, they have their favourite 3d app and export to Maxwell to render. I would break down the model by material so that anything that is rubber is one mesh item, anything aluminium is another mesh item etc. That way, you can apply one decal to all your buttons as you want. Studio's not great for scene construction like this so I'd be doing all that in Cinema 4D and only export when I'm ready to render. I'll occasionally use Studio to trouble shoot something that isn't working as expected but that gets less and less with every update. What package do your components start life in?
I use CoCreate Modeling for all my 3d. Export to SolidWorks and then directly to Studio. I don't know SolidWorks very well and haven't spent a lot of time with the plug-in, so I know I've got some work to do there. I don't find Studio very difficult to use but perhaps it's because I'm not experienced enough to see its flaws.

I can easily create separate components based on material type, it's the graphics/decals that I'm concerned about. I'm going to have to do some experiments to see how it's all going to work. Putting graphics on all of my keytops is what worries me most.

Thanks for the help.

Eric
By RichG
#303730
earache wrote:I can easily create separate components based on material type, it's the graphics/decals that I'm concerned about.
But what is it that worries you? Is it finding an efficient way to map all the keys at once or are you talking about creating UV maps for the mapping of your keys? I don't think that the answer to either of those problems is to be found in Studio. It's more a problem to be solved in CoCreate or Solidworks when you build the geometry. Sorry I can't be more help.
#303740
RichG wrote: But what is it that worries you? Is it finding an efficient way to map all the keys at once or are you talking about creating UV maps for the mapping of your keys? I don't think that the answer to either of those problems is to be found in Studio. It's more a problem to be solved in CoCreate or Solidworks when you build the geometry. Sorry I can't be more help.
It's having an efficient way to map all of the keys at once. My previous rendering tools handled decals more transparently than Maxwell, so I'm sure I don't fully understand the context in which I need to work now. Sounds like I need to have a much better grasp of SolidWorks and Maxwell before I'll be able to make progress.

Eric
#303995
Thanks for your help. I think I finally figured it out. I just wasn't understanding the terminology correctly. Image Studio and Showcase present a simplified interface for decals compared to Maxwell. There's so much more control with Maxwell and that's what got me confused. Thanks again.

Eric

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