By Bogdan Coroi
#203067
There was a bug in the previous plug-in versions related to the saved value for the layer blending mode. In the last update this was fixed and it should work fine from now on.
Sorry for the inconvenience.
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By michaelplogue
#203333
-u.biq

I have had this problem as well - though it occurs sporadically. I think it may have to do with how the onyx tree storm plugin works - since it allows for three types of views of the trees (crossed billboard, simple poly, and complex poly with materials).

Additionally, I almost always have one of my other objects in my scene get renamed to the type of tree I'm importing - not sure what's going on there.

Regarding the corruption issue, the only solution is to open a new scene, and import everything but the trees. I've found that if you convert the trees to Polys you won't have the crashing problem. However, if you use more than one Leaf object, you have to use the Mesher to convert them to polys (I guess they are treated as particles). Of course, once you convert them to poly's you loose any wind animation if you're using it.

There was a problem with the old plugin regarding the multi/sub materials. You had to have a Maxwell material in all slots, regardless if they were used or not. However, with the current plugin, that's no longer a problem, as it will automatically convert standard Max materials in the unused slots on the fly.

I have spoken with the folks at Onyx. They are working on a new version of treestorm for Max 9, though that really won't fix anything if you are using an earlier version of Max......

However, I still haven't been able to narrow down the corruption issue with the current version. I'll spend some time on this to see if it's an ONYX/Maxwell issue, or purely an ONYX problem (though to be honest, I don't recall having any problems with Onyx before when I was using Brazil or Vray....)
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By MetinSeven_com
#203350
Another thing:

I don't know whether to call it a bug or something for the wishlist, but the material previews in the latest Max plug-in have become darker compared to the earlier Max plug-in updates. I think they are too dark to be useful for a good impression of the material. When you enter a light brown color in your material the material preview render becomes dark brown.
By corneliu
#203356
MetinSeven_com wrote:Another thing:

I don't know whether to call it a bug or something for the wishlist, but the material previews in the latest Max plug-in have become darker compared to the earlier Max plug-in updates. I think they are too dark to be useful for a good impression of the material. When you enter a light brown color in your material the material preview render becomes dark brown.
Hi,

The current material preview is identical to the default one used by Maxwell.
The difference is that, in the previous plug-in, it used just a ground plane to bounce physical sky light with sun of and had only one background plane to see the checker for refraction.
User avatar
By MetinSeven_com
#204001
Hi guys,

I've got a 3ds Max plug-in bug and a wish:

Bug:
When choosing metal from the wizard, a roughness value different from the default of 20 is not entered in the resulting metal material.

Wish:
Please include all bitmap formats to use as an emitter bitmap (next to HDR/MXI). For example: if I want to create a monitor screen I want to use a screen print of my desktop as an emitter.

Thanks!
By fellazb
#204005
Wish:
Please include all bitmap formats to use as an emitter bitmap (next to HDR/MXI). For example: if I want to create a monitor screen I want to use a screen print of my desktop as an emitter.
Why not just open your printscreen in the Maxwell render and save it as a mxi?
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By MetinSeven_com
#204007
Thanks for the tip, but that would mean:

1: a detour (I love to work only with 3ds Max);
2: an MXI takes considerably more storage space;
3: I'd have to keep two copies of the same bitmap: a common format like TIFF for general use and MXI for Maxwell.
By fellazb
#204010
Yep,

I've got your point. Didn't know that would be such a bother for you to do it like my suggestion.

I think the problem for an emitter file is that it needs to store other data to emit lightbehaviour compared to .tiff .jpg etc... The same for hdri, which captures much more info than ldri.
So for that, I think it ain't gonna work for your wishlist. On the other hand I hope they can proove me wrong cuz your points surely make out a lot of downsides.
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By MetinSeven_com
#204092
Thanks for your feedback. I hope it'll be no problem too. With HDRShop you can turn a regular LDR into a (quasi) HDR by a process that divides and multiplies the available values into different exposures. Maybe that could be a solution for Maxwell to automatically turn regular bitmap input into output that is usable for an emitter.
User avatar
By MetinSeven_com
#204156
MetinSeven_com wrote:When choosing metal from the wizard, a roughness value different from the default of 20 is not entered in the resulting metal material.
And I also noticed that Glass doesn't work correctly from the Max plug-in material wizard. The transmittance remains black and the color is not entered as well.
Last edited by MetinSeven_com on Tue Jan 09, 2007 2:39 pm, edited 1 time in total.
User avatar
By Fernando Tella
#204210
A bug report:

The time of the day in the physical sky is messed up (at least here); daylight goes from 2h to 17h, and midday seems to be 9,5h; something interesting is that 24h looks like completely vertical light (not sure about this) while 23,5h is completely black.

(GMT offset is set to 0 while doing the tests and day of the year is 50)
User avatar
By MetinSeven_com
#204225
Yes, I also noticed that the sun doesn't seem to behave logically according to the given time of day.
User avatar
By Fernando Tella
#204329
Another bug:

Objects lose materials when merging into scene (in fact get a non-working material called "dsp" instead of maxwell material). I have mostly merged grouped objects with materials made with previous versions; maybe it doesn't happen if they are not grouped or the materials are made with this version, haven't tryed all the possibilities.

Very stable version, by the way. No crash since installed.

Cheers.
User avatar
By misterasset
#204341
Fernando Tella wrote:Objects lose materials when merging into scene (in fact get a non-working material called "dsp" instead of maxwell material). I have mostly merged grouped objects with materials made with previous versions; maybe it doesn't happen if they are not grouped or the materials are made with this version, haven't tryed all the possibilities.
I have encountered this also. So far it seems that it works the same way that the previous bug with the Maxwell Cameras worked. If you save the scene then reopen it appears that the materials all the dsp materials are converted and placed in the first slots in the material editor.
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