User avatar
By deesee
#90758
Ok, I'm rendering a quick 10 min render now. Blue cube, yellow plane (both diffuse materials), 1 custom emitter (100,000 W).

Give me a sec.
User avatar
By Nils2005
#90776
hmm, I'll be surprised I am sure, since most of us get this:

Image

btw this i get through maxwell studio:

Image

100,000 W on your emitter you say? Is that 100 thousand or just 100?
User avatar
By deesee
#90785
Ok, here is what I got and what I did:

I created a simple cube and plane. Assigned them diffuse materials and changed colors. I created an emitter plane (100000 W). In render settings dialog I changed the output location of the mxs file (don't think this is necessary, but it's just something I did).

Image

Full Size:
Image
User avatar
By Nils2005
#90792
Wait ! Stop the press! it does work yes, you are right deesee!

In 3dsmax material editor change emitter
- type to custom
- value to 100000 and units to W/m2

gives me same result as with the studio.

Although it seems that through 3ds max you have way less options in the material editor.
Last edited by Nils2005 on Sat Dec 03, 2005 4:19 pm, edited 1 time in total.
User avatar
By deesee
#90794
That's correct, the emitter must be CUSTOM, not D65, etc. Sorry forgot to mention that.

I'm doing another test now with metal and it's working now, don't know why it didn't before.
User avatar
By tom
#90807
Currently this is a limitation about backwards compability, yes.
Turn your emitters to CUSTOM ones and enjoy.
Plugins will be enhanced to support new system better, don't worry.
User avatar
By deesee
#90808
Here's a test with aluminum (default settings):

Image

Full size:
Image
User avatar
By Nils2005
#90826
ok, but it seems the W setting for the emitter material doesnt work, at least
not for me, the W/m^2 gives me results although I think 100000 is a bizar
value...

- W/m^2 works
- W/sr works

others don't
User avatar
By deesee
#90840
Too bad we can't edit materials within max like you can (err...will) in Studio.
User avatar
By Nils2005
#90852
ok, we're getting somewhere :D

- created object to act as skydome
(geosphere cut in half - radius 40 m - shell modifier - applied emitter material)

- emitter material: custom - 500 W/m^2

- cube: diffuse red
- sphere: plastic green

Image

hmm, I wonder if I now dare to render an older file :lol:
User avatar
By deesee
#90876
Actually Nilos,

I'm rendering an old file right now. I didn't change a thing other than adding an emitter to act as the sun.

Results so far:

The materials themselves carried over, i.e. the couch looks leathery, the metal is metal, etc. However, none of the texutres carried over.

Screenshot in a few.
User avatar
By Nils2005
#90885
yeah same here, seems like either bitmaps arent working at all or maybe
multi materials dont work anymore like they did... or maybe both LOL.

I'll do some tests on this soon.
User avatar
By Nils2005
#90937
hmm,

i tried this:

1. in the studio I noticed the material editor doesnt allow to load in jpg files as texture map, but it did load a png.

However, render stopped right away saying 'render failed'

2. through 3ds max with same png file render goes through but bitmap (png) doesnt show up.

- jpg textures dont work
- png texture doesnt work
- bmp doesnt work
etc etc

I think it's safe to say bitmaps dont work....useless....
User avatar
By deesee
#90986
Here's a 5 min render of an old beta scene. As you can see, the textures did not work. Another thing that I thought was strange is that in the "Console" tab in mxcl, at the bottom it said "Render Failed." However, its obvious that it didn't. Does it know something I don't?

Image
User avatar
By Nils2005
#90997
hmm, I suspect the 'render failed' message has to do with the fact that
bitmaps are not supported (got Tom's confirmation on that).

The difference is that in 3ds max it will render without the bitmaps, in the
studio it will stop the render and do nothing.

BTW: be carefull with the studio then, because I havent been able to lose the
texture path on a material so that scene is useless from that point on...
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