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missing DLLs - Diffuse, plastic, etc.
Posted: Wed Jul 05, 2006 6:03 pm
by JCAddy
When I open an old scene where I was using diffuse materials as place holder types or whatever. I have to re-create all these materials within the material editor, and its becoming a huge pain as of right now because within max I liked to use the standard diffuse material to see my material projected in my workspace. With the MXM material editor materials, you can't see them in your workspace through 3dsmax "and i'm assuming any other plugin" so it becomes a huge pain in the arse to use UVW maps etc.
This NEEDS to be fixed for people who don't want to use studio to do their work. Now I guess I'll have to go back to using 1.0 until I figure out a way around this. I really don't want to use studio for architectural viz.
Thanks,
Jason
Posted: Wed Jul 05, 2006 6:09 pm
by Fernando Tella
Well, now you can see textures from mxm's in max viewports but, can you render old scenes? I can't; max crashes.
Posted: Wed Jul 05, 2006 6:09 pm
by JCAddy
So it appears if you use the old plugin, things work fine for now. But this still is an issue that needs to be fixed asap.
Posted: Wed Jul 05, 2006 6:11 pm
by JCAddy
How are you seeing textures from your MXM materials?
...oh and Max crashes here as well when I try to render out old scenes before changing all the materials to new materials.
Posted: Wed Jul 05, 2006 6:15 pm
by Fernando Tella
Probably you have to resave the mxm and hit refresh preview in max. If it does not work change the texture to display in mxed (the eye) and it will.
Posted: Wed Jul 05, 2006 6:17 pm
by Fernando Tella
But... since I couldn't render from 1.1 I tryed to go back to 1.0 and the materials resaved in 1.1 couldn't be opened in 1.0 (AAAAAAARRRRRGGGgghHH)
Posted: Wed Jul 05, 2006 6:28 pm
by JCAddy
You can't open the 1.1 materials with the 1.0 plugin, is what you're saying? horrible
I can see all of my materials in my MAX material editor, but i can't see the materials in my MAX workspace, which is what I am trying to do. The only reason I used the old standard diffuse material was because I wanted to see how my uvw was being effected on the model. Now I have to guess, render, stop, guess again the uvw size, test render, stop, etc etc....PAIN IN THE ARSE.
Posted: Wed Jul 05, 2006 6:35 pm
by Mihai
Try first just opening all your 1.0 materials in Studio, and just resave them. You can drag all of them at once from the material browser. With these new resaved materials, try rendering your scene from Max again.
Posted: Wed Jul 05, 2006 6:47 pm
by JCAddy
We'll still need to create all of our old diffuse materials within the new mat editor right? Becuase I'm getting black slots and black materials.
Posted: Wed Jul 05, 2006 6:56 pm
by Frances
Fernando Tella wrote:Probably you have to resave the mxm and hit refresh preview in max. If it does not work change the texture to display in mxed (the eye) and it will.
Great tip Fernando.

Posted: Wed Jul 05, 2006 6:57 pm
by Fernando Tella
Diffuse, metals and so are not available in 1.1 anymore. Anyway, what I used to check maps is a standard max material. That could be a solution for you.
Posted: Wed Jul 05, 2006 7:02 pm
by JCAddy
Ah very good. Thank you Fernando. I did not know that any of the standard materials worked in the viewports even when maxwell is used as the renderer. Great.
Posted: Wed Jul 05, 2006 7:21 pm
by JCAddy
Mihai wrote:Try first just opening all your 1.0 materials in Studio, and just resave them. You can drag all of them at once from the material browser. With these new resaved materials, try rendering your scene from Max again.
make sure that if you do this, you back up your old files if you plan on going back to v1.0
I just did this and figured I would go back to 1.0 becuase I don't have time to mess with this on the current project and now all my roofing materials don't work. BAAAAAAAAAAAAAAAAAAAAAH!
Posted: Thu Jul 06, 2006 4:20 am
by Tim Ellis
Hyperballad wrote:Ah very good. Thank you Fernando. I did not know that any of the standard materials worked in the viewports even when maxwell is used as the renderer. Great.
You can also do this with any Maxwell material.
If you open a Maxwell material, say plastic for example, then load a map.
In the bitmap dialogue, once the map is loaded, the 'show texture in viewport' button at the bottom of the material display spheres is not greyed out.
Clicking it will show the map in the viewport.
Tim.