User avatar
By KRZ
#170785
EXCELLENT!!!!!
User avatar
By tom
#170795
Frances, I received your scene and I see there are polygons having higher material ID numbers and your multi-subobject material doesn't have enough materials assigned to these IDs. For example, if your object has triangles having IDs 1,2,3,4 and 5, the multi-material assigned to this object must have same corresponding amount of materials with same IDs.
User avatar
By Frances
#170799
tom wrote:Frances, I received your scene and I see there are polygons having higher material ID numbers and your multi-subobject material doesn't have enough materials assigned to these IDs. For example, if your object has triangles having IDs 1,2,3,4 and 5, the multi-material assigned to this object must have same corresponding amount of materials with same IDs.
Did setting the id's correctly work for you? This was a quick scene I set up just to send you. In my working scene, I had to eliminate MSO's and break down the objects into separate meshes. In that case, I made sure that the ID's were either 1 or 2 before breaking the objects apart.
User avatar
By tom
#170821
Yes, it works here like that. Let me know what was the error line saying in your working scene.
User avatar
By rivoli
#170846
x_site wrote: is the multisubobject issue suppose to be resolved by now?
it works here.
User avatar
By Frances
#170848
tom wrote:Yes, it works here like that. Let me know what was the error line saying in your working scene.
It's the no material on triangles error. So, what's happening is Max primatives are created by default with a different id number assigned to each face (debatable as to how dumb that is). Maxwell doesn't have a problem rendering such an object that is assigned a single mxm. It's when it starts looking into the Material ID's.

My suggestion is that rather than prohibiting rendering, Maxwell should assign the first material to subobjects that don't have a material to coorespond with a face's material id number.
User avatar
By tom
#170897
You're right Frances, not the plugin but the core could handle such cases by assigning a default material to the triangles having unidentified IDs and keep rendering anyway (..and if the solution is plugin-wise, your "first-material" suggestion would surely make us all happy). So, there could be just a warning about this but this wouldn't interupt the render. It's not how it works at the moment, however your sugestion will be evaluated for the next update. By looking at the error message you've had from your original scene, it seems like there are still orphaned triangles having no materials and it would surely render without problems when you've fixed them all.
Help with swimming pool water

Hi Andreas " I would say the above "fake[…]

render engines and Maxwell

Other rendering engines are evolving day by day, m[…]