User avatar
By sidenimjay
#5603
possible bug as well ....


http://www.realestate3d.com/gps/latlong.htm


states that los angeles is

33.93 latitude
118.40 longitude

maxwell globals are

-118.13 lat
34.03 lon


if i try to use the values from the web site . . .all black in la at 11.15 in the am

however if i just swap the maxwell, use -118.4 instead of 118.4 then all is well


so is the lon not only swaped but negated as well?


[/url]
By Takumi Takahashi
#5635
pabl0 and iker

Thanks for trying out my solution. It is great to have this board and I am also happy to participate in it !

It seems just the presets of lat+long for cities are swapped.
Calculations look correct without offsetting 6 hours in Y-up.

sidenimjay,

While I am no expert in latitude + longtitude computation, I noticed that there are a few standards in specifying location via lat+long.
I think Maxwell uses some sort of global standard based on North for latitude and East for longtitude.

But some countries use West for longtitude, but Maxwell needs it to convert to East-based value.
So my assumption is the negative values are the result of this conversion.... but then again, if someone knowledgeable about this could comment on, it would be great.

thanks,

-tak
By Takumi Takahashi
#6234
Hi,

If you would like to fix this bug;

(0) Quit Maya
(1) open your maxwellGlobalUI.mel in your favorite text editor.
(2) search this line in global proc changeCity();

$longitude = (float)$citiesCoordinates[$index + 1];
$latitude = (float)$citiesCoordinates[$index + 2];

(3) switch above lines to ;

$latitude = (float)$citiesCoordinates[$index + 1];
$longitude = (float)$citiesCoordinates[$index + 2];

(4) save it.

(5) Restart Maya


btw - just make sure - back up the maxwellGlobalUI.mel to other directory
other than mayall script path.

Also, just in case if you want to revert back, you can use comment in step (2) MEL commands with a double slash ( // ) at the beginning of lines,
and add (3) lines just below them.

AND TRY THIS at your own risk. I will not be held responsible for any damages caused by above modification.

BUT this should work okay... and I am sure MAXWELL dev guys will
fix them on next release (hopeing :)).

-tak
User avatar
By abgrafx3d
#6238
Takumi,

Thanks :D Now the sun makes sense and agrees with this script (SunLight v1.0) I found on highend3d.com that I've used to visualize the location of the sun

http://www.highend3d.com/files/dl.3d?gr ... le_id=3406
By Takumi Takahashi
#6242
abgrafx3d,

Thank you - I will try the script also.
User avatar
By iker
#8471
Still swapped values in the new release :(
By jep
#8477
now do you guys agree with me aboutr the customer support - we have to have a strong maya team supporting this as heavily as the Max side. everyone wanted to focus on the release and not bugging the NL guys - now what do ya think - they never did acknopwledge the sun bug - let's give them a chance to repond.

Oscar? Pablo?
User avatar
By abgrafx3d
#8482
jep:

I agree! We need a strong Maya team! But, looks like there's a problem on the Max side too - http://www.maxwellrender.com/forum/view ... highlight=
Last edited by abgrafx3d on Thu Mar 10, 2005 3:55 pm, edited 2 times in total.
By Takumi Takahashi
#8502
I haven't donwloaded the new alpha yet .. but alas !
I hope this is just an overlook...

Btw - judgeing from numbers of users in the current poll, I am not sure why Maya communities on the net is not interested in Maxwell Render.


But - well, possible reasons I can think of right now is either one of below;

1) Maya users are not really aware of Maxwell Render and even though they know the name, they do not see it any different from other renderers, such as Turtle or Mental Ray.

2) Maya users are aware of Maxwell, but they think it is too slow to use for animation gigs (or even for stills but majority of users are based in animation anyway). A natural path would be to keep using Mental Ray, even though Mental Ray is sometimes noisy (for GI and FG) but they are more integrated with Maya now (as of 6 and 6.5), and supports NURBS + polys, no shader hassle to recreate from scratch as in Maxwell, etc.

(3) Not many Maya users in Architecture or product designs field - where still images are the core presentational materials for client submission.

or maybe some other reasons (such as ignorance is a bliss - no headaches for waiting so long to finish renders ).

I can undertand (2) and (3), but if (1) holds true to some extent, NextLimit'd better work on much harder at promoting Maxwell - I mean grapevine kinda rumour-to-rumour based promotion is sort of ideal way of promoting a great product (especially masterpiece product like Maxwell), but we, current Maya users for Maxwell, suffer from lacks of technical support for Mayall since not enough Maya users purchased alphas ?

Or is Nextlimit so careful of introducing Maxwell to Maya community at this stage since the product is not solid just yet ... ?

Has anyone mentioned Maxwell at highend3d yet ?
So far I only saw a few people talking about some links of Maxwell out of some 10,000 messages over a year....

-tak
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