Page 1 of 1

Red shaded view

Posted: Tue Dec 05, 2006 10:13 pm
by Robur
Hi,

Anyone else getting red shaded views?

In Max 9 with new plugin, create new scene, import mxm's and apply - shaded views turn red?

Image

Posted: Tue Dec 05, 2006 10:20 pm
by trofaster
Yep. I'm getting that as well.

Posted: Tue Dec 05, 2006 10:53 pm
by 4 HeRo
Same :?

Posted: Tue Dec 05, 2006 11:31 pm
by lpotamianos
I wonder why...

Posted: Wed Dec 06, 2006 4:13 am
by misterasset
I wonder if this is like the green shading we get after we click render in V8.

Posted: Wed Dec 06, 2006 6:17 am
by ivox3
When Mars passes out of lunar alignment, ... it goes away.

Posted: Wed Dec 06, 2006 9:31 am
by juan
Hi,

We are looking into that issue. There will be a patch in a couple of days that fixes the issues you have reported. Thanks!

Kind regards,

Juan

Posted: Wed Dec 06, 2006 3:31 pm
by homegrown
So is there a way to preview textures without doing test rendering? Or do we have to do that in studio after applying in Max?

Edit: I guess changing back to default scanline I can see how the textures will result in maxwell but thats kind of a hassle.

Posted: Wed Dec 06, 2006 3:39 pm
by oliver panrok
i like it :D :? :? much better than magenta :D

Posted: Wed Dec 06, 2006 3:47 pm
by Mihnea Balta
You can preview textures by clicking the "view map in viewport" button when the texture is selected in the Material Editor, just like you do with any other texture in Max. Of course, the downside is that if your material has several textures, you can only view one texture at a time. We're working on displaying the material color in the viewport (if the material doesn't use any textures) and we'll also add support for displaying a combined view with all the textures used by the material blended together.

Posted: Wed Dec 06, 2006 3:59 pm
by Maximus3D
Perhaps Maxwell's material preview could somehow be hooked into the Direct3D shader system in 3dsmax to get a realtime preview of the materials with textures, bumpmaps and all that jazz. I'm sure it would be possible to do for you guys.

/ Max

Posted: Wed Dec 06, 2006 4:12 pm
by Mihnea Balta
Actually that's pretty hard. The "correct" way to do this would be by rendering a preview in texture space (just like you do when baking textures, for example), but Maxwell (the renderer) does not support this. Another way would be by rendering a square with the material on it with Maxwell and applying that as a texture in the viewport, but that also breaks when you have textures with different tiling factors.

We think that blending the reflectance textures using layer weights (or textures) would provide a usable approximation. Besides, having the preview texture rendered with Maxwell will catch and "freeze" some aspects of lighting that are view-dependent (reflections, fresnel) and also it will be pretty odd when refraction and transparency are involved.

Posted: Wed Dec 06, 2006 10:42 pm
by Dariinsky
Vaya tela gente de NL!!! Después del retraso que lleva todo MR y los plugins, os permitis la libertad de soltar una revisión del plugin, creado de desde cero y sin la supervisión necesaria para evitar estos bugs tan tontos...síntomas de las mismas prisas que nos han hecho a muchos usuarios dejar de trabajar con MR y pasar a otros motores...

Llega la Navidad y seguimos sin tener un plugin coherente para trabajar...

Muy heavy colegas!
:evil:

Posted: Fri Dec 08, 2006 9:44 pm
by Robur
:D all fixed... thanks guys 'n' gals.

..... where has all the render elements stuff gone... alpha, z-depth etc?

Cheers.