User avatar
By abgrafx3d
#21999
Open the attribute editor and then click on the "cloud" button on the Maxwell shelf.
By rickyinmotion
#22028
thanks a lot for your answer
that rolks
Ah friday will be a good day !! At least the beta version of MR :wink:
By DELETED
#22049
DELETED
User avatar
By Brett Morgan
#22105
maxwell/environment man I hate it when stuff gets moved,and to be honest I dont see why all this work went into integrating maxwell into the render globals, are we a bunch of 3dsmax users? The scene gets exported anyway geez I have a hard enough time somedays finding my car keys :P

Brett
By rickyinmotion
#22137
i'm agree with you Brett, this new workflow is very strange
why NL team change this feature, we are still in beta and i don't see the final result of this bad new worflow.
User avatar
By jakegoat
#22180
Definitely not working correcty. Right now I have a scene that will render fine in preview, but when I go to 'Batch Render' or 'Export Scene' it complains my camera isn't a Maxwell camera.

Grrr.

I didn't need the integration into Render Globals either. It's just going to make it more messy for NL to keep up as Maya changes. I'd take the GL viewing of textures in a heartbeat over these menu changes.
User avatar
By jakegoat
#22198
For the record, I got the scene working by exporting the rendering items out as a separate file. Then I switched off the Mayall plugin and quit maya. Then I started maya again and imported the rendering items back in.

This forces it to load the plugin and destroys the Mayall partition. You are forced to manually reinput all environment, render and output data. In this case, as it was a camera problem, I used the new default camera that was created and manually copied the positional data over from the old file and filled in the film and fstop data.

I've used this technique before (less the camera) when the Mayall partition craps out. It's a pain and very clumsy. I've been working on this scene for about 3 days and I've already had to do this twice.

Does anyone have a better way?
By jep
#22211
yeah, you'd think they'd try to reduce the places to look for/set maxwell parameters rather than increase the spots we must set parameters to get that "good to the last drop" flavor. It took me a while to realize that if the attribute editor wasn't already open that I had no chance of viewing my Environment variables!

I don't give a flip about Maya's unified rendering interface. I've never considered Maya a renderer so I don't mind setting my Maxwell settings in a Maxwell specific area. It's helpful for PRman and Mental Ray b/c they are so parameter tweek specific - Maxwell is more like the Ronco of Renderers... set it and forget it!

Whatever... I'll roll with the punches, NL should be allowed a little latitude to get a feel for what Maxwell should be like.... that means it's OK to trip and fall... it's oK to release a few bad versions.... afterall, it's the Maxwell material editor that will really make a difference.
User avatar
By iker
#22291
..integrating Maxwell in Maya's render globals was in the whishlist and supported by so many users, but I can't understand the benefits of it.
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