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1.1 won't render (Fix for problem listed here) :D
Posted: Tue Jul 04, 2006 10:21 pm
by pluMmet
Explination from page 2 of this thread:
That's what I thought when listening to the explanation but no...Just when you load your map change the projector to 1 instead of zero. It sucks to have to remember to do it with every map but you only need to use 2 or 3 or whatever if you use additional uvw mapping. IT"S JUST LIKE IN MAX when you choose which UVW channel to use (so you hardly use it (anything above 1 that is.))
for when you get this problem:
I get this message:
MAXWELL Engine version 1.1
Licensed To Scansion Studios
>> Num processors: ( logical: 1, physical: 1 )
>> Low Priority Enabled.
Reading MXS File: C:\Program Files\Next Limit\Maxwell\output\default.mxs
MXS file read successfully
>> Checking Data...
>> Loading Bitmaps & Preprocessing Data...
>> Error: UVW channels ( 1 ) on object "Box01" not enough for material "Smoke"
>> Render Failed.
What a bummer....No One Rushed Them and this is what we get???
Max File & Maps
Posted: Tue Jul 04, 2006 10:22 pm
by mopy
same here
Posted: Tue Jul 04, 2006 10:26 pm
by Daniel Hruby
Try creating projects for the objects if there is no projects on the lprojector list. Makse sure your texures are assigned to that projector.
Good luck!
Posted: Tue Jul 04, 2006 10:27 pm
by giacob
same here.....it doesnt accept textures...u can apply any uvw ... it doesnt works
Posted: Tue Jul 04, 2006 10:27 pm
by JesperW
Yes I have the same too when rendering from 3DS.
Posted: Tue Jul 04, 2006 10:34 pm
by tom
Hi pluMet,
In your MXM materials, try setting your projection channels from 0 to 1.
3dsmax's base projector value is 1 and Maxwell projectors start from 0.
This will be fixed as soon as possible.
We will let you know when a new plugin is available.
Best regards,
Tom
Posted: Tue Jul 04, 2006 10:38 pm
by giacob
tom wrote:Hi pluMet,
In your MXM materials, try setting your projection channels from 0 to 1.
3dsmax's base projector value is 1 and Maxwell projectors start from 0.
This will be fixed as soon as possible.
We will let you know when a new plugin is available.
Best regards,
Tom
it seems not to work even changing projectors to 1...
not it works.. perhaps i had to change too many projector in that material so i missed someone..
Posted: Tue Jul 04, 2006 10:40 pm
by JesperW
No, that's not the problem Tom. The 3DS plugin correctly subtracts 1 from the 3DS Channel number to the MR Projector number.
If I open my test file in Studio, the object has 2 projectors, 0 and 1, and the material has a bumpmap requesting projector 0 and a weightmap requesting projector 1.
MXCL still says not enough UVW.
The projectors are "Locked" types (using the 3DS mapping). Can this be causing some new bug?
Posted: Tue Jul 04, 2006 10:43 pm
by pluMmet
I'm glad someone can answer Tom...Where are the projectors in the Maxwell Material Editor? I can't find them...
Posted: Tue Jul 04, 2006 10:43 pm
by giacob
JesperW wrote:No, that's not the problem Tom. The 3DS plugin correctly subtracts 1 from the 3DS Channel number to the MR Projector number.
If I open my test file in Studio, the object has 2 projectors, 0 and 1, and the material has a bumpmap requesting projector 0 and a weightmap requesting projector 1.
MXCL still says not enough projectors.
as a matter of fact i tried it ) i mean changing from o to 1) with a material with just one textures and it worked... with more texture ( and more projector ) didnt work
Posted: Tue Jul 04, 2006 10:46 pm
by JesperW
pluMmet wrote:I'm glad someone can answer Tom...Where are the projectors in the Maxwell Material Editor? I can't find them...
You only find them in Studio. (They are the parallell to 3DS UVW Mapping modifiers). If you work through the plugin you don't need to know they exist

(When things work correctly...)
Posted: Tue Jul 04, 2006 10:47 pm
by tom
Hi again,
If you have just one projector then use 1.
If you have more than one projector use 1,2,3,4.... instead of 0,1,2,3...
Best regards,
Tom
Posted: Tue Jul 04, 2006 10:48 pm
by tom
JesperW wrote:... and the material has a bumpmap requesting projector 0
Hi JesperW,
Yes, this is causing problem. Try setting projector 2 for bump channel.
Best regards,
Tom
Posted: Tue Jul 04, 2006 10:52 pm
by JesperW
So what you're saying is that MR projectors no longer should start at 0 but at 1? Or is it a temporary MXCL bug that it can't handle projector number 0? Because the window where you load maps still defaults to 0...
Posted: Tue Jul 04, 2006 10:54 pm
by pluMmet
I saved my scene as a maxwell file then opened it in Studio and made the projector assignments and it still doesn't work!!!
I assigned the reflectance to 1 and the transmitance to 2