#273240
Question Re:

????? fixed: when projected textures were used, the plug-in always assumed perspective projection, although planar projection was also supported in the code. Planar projection works correctly now. ?????

Whats this - and how do I use projector in maya w/ maxwell?(uv sets?) i dont get what this fix does? maybe its simple and im not reading it right? anyone have example to show?

also I noticed that the maya and maxwell cameras renderigns by default line up!!.. before I would always have to change the def maya camera to 35mm full apeture for the maxwell/maya software renders to line up.. maybe this has been working for a while with the default but thanks anyways!

****NEXT LIMIT STAFF THANK YOU FOR THIS GREAT UPDATE!!!!! Im totally stoked and suprised at the addtitons to the mx1.7 core and esp the maya plugin!!
some things that I esp am blown away by are:

Version 1.7.7 released June 19th 2008:

!!!!!!!- the physical sky and image-based lighting textures can be previewed in the viewport

!!!!!!!- the sun direction can be controlled explicitly using a transform node (e.g. a directional light, camera etc.)

!- added SimuLens attributes in the global render options

!!!- added support for EV exposure modes (check the Maxwell rollup in the camera attributes) -AWSOME APETURE and SHUTTER priority modes!


!!- changed the way in which custom Maxwell attributes are added to native Maya nodes (e.g. geometry, cameras etc.). The attributes are added only when they are changed from their default value in order to minimize scene bloat. This also allowed us to remove some overhead when loading a scene and make the plug-in more lightweight, improving the overall stability of the code.

- streamlined some parts of the attribute editor code to make the Maxwell material AE more robust

- changed the UI text for the R2 and IOR attributes

!!!!- fixed: object visibility was wrong when shape nodes were assigned to hidden/templated render layers

!!!- fixed: material previews are saved and loaded correctly now

!!- fixed: the alpha channel is correctly brought into the render view after rendering (if it's enabled)


thanks!
#273705
3dtrialpractice wrote: Whats this - and how do I use projector in maya w/ maxwell?(uv sets?) i dont get what this fix does? maybe its simple and im not reading it right? anyone have example to show?
Just check "as projection" when assigning a texture instead of "normal". In the "Proj Type" dropdown of the resulting projection node you can select between planar and perspective (spherical, cylindrical etc. are not supported yet). If you use perspective projection, use the camera projection attributes to link the node to a camera.

Please note that there is no support for projected textures in MXCL. The plug-in computes UVs automatically for the projection, but it can only do it per-vertex, which can result in distortion if your mesh isn't tessellated enough. Until MXCL will be able to compute the projected UVs per-pixel the only workaround is to increase the tessellation of the affected meshes.
User avatar
By 3dtrialpractice
#274531
huh ok.. ill check this out.. thnx for the explination
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