By JesperW
#185621
I got tired of the very strange way the plugin chooses what viewport color to assign to MXM materials. (Most of my materials end up white, regardless of color...)

I had the idea to create a new BSDF layer in each material and assign it a weight of zero, so it's invisible in the render. Then add a color map to this layer with the preview color I want for the material, and select this map as the viewport map.

Works beautifully.
User avatar
By ludi
#185701
But regadless, we expect an plugin who handle this without any workarounds.
User avatar
By Fernando Tella
#185707
I guess it would be easy for NL to add a swatch color box and a tick to the mxm material in max so you could override de showing of the material's texture with the chosen color.
By JesperW
#185754
Fernando Tella wrote:I guess it would be easy for NL to add a swatch color box and a tick to the mxm material in max so you could override de showing of the material's texture with the chosen color.
Sometimes you want just a color (say for example for transparent plastics where the preview color is typically an average of the transmittance layer), so that would be nice.

Sometimes you actually want a full map, for example I have some pretty complex materials with several layers with different weight maps, I make an image simulating the rendering result and use this layer to position the UVW mapping.

UI support for both alternatives would be cool, of course...

ok thanks. I'm usually rendering to a higher SL as[…]

render engines and Maxwell

Funny, I think, that when I check CG sites they ar[…]

Hey, I guess maxwell is not going to be updates a[…]

Help with swimming pool water

Hi Choo Chee. Thanks for posting. I have used re[…]