- Tue Jul 03, 2007 3:54 pm
#235779
Hi people!
First, thanks NL and all who contribute to such a great piece of software.
Many thanks also for all the valuable knowledge shared here in this forum by some users. (I'm not much a talker, but an assiduous reader!)
I'm an XSI user and love this software too. So, I'm really happy with the XSI plug which works really nicely (materials assigned to partition, layers, subdivision respected, etc, all work great).
But, nothing is perfection, and it would be great to have a maxwell node in the render tree a little more complete.
Having all the inputs of a maxwell material into one node would be really more efficient.
Actually, I texture all my models with a Mental Ray Lambert shader attached for being able to see in the XSI viewport the textures and their UV projections (which is not possible with the actual maxwell node).
And then I edit all the materials in Maxwell Studio. That works great, but the perpective of staying into XSI from the begining to the end of the work is great also.
Could it be possible to create a dummy (or dummies for multi-BSDF, coatings and SSS) Mental Ray shader with all the inputs of a maxwell material which then could be translated
(as are actually lambert, phong and blinn Mental Ray shaders) to a true Maxwell material, with the exact values and textures ?
Also, Mihai, could you tell us a little more about the material translations (i.e lambert, phong....), which inputs are mapped to which mxm values, etc....
Thanks in advance.
First, thanks NL and all who contribute to such a great piece of software.
Many thanks also for all the valuable knowledge shared here in this forum by some users. (I'm not much a talker, but an assiduous reader!)
I'm an XSI user and love this software too. So, I'm really happy with the XSI plug which works really nicely (materials assigned to partition, layers, subdivision respected, etc, all work great).
But, nothing is perfection, and it would be great to have a maxwell node in the render tree a little more complete.
Having all the inputs of a maxwell material into one node would be really more efficient.
Actually, I texture all my models with a Mental Ray Lambert shader attached for being able to see in the XSI viewport the textures and their UV projections (which is not possible with the actual maxwell node).
And then I edit all the materials in Maxwell Studio. That works great, but the perpective of staying into XSI from the begining to the end of the work is great also.
Could it be possible to create a dummy (or dummies for multi-BSDF, coatings and SSS) Mental Ray shader with all the inputs of a maxwell material which then could be translated
(as are actually lambert, phong and blinn Mental Ray shaders) to a true Maxwell material, with the exact values and textures ?
Also, Mihai, could you tell us a little more about the material translations (i.e lambert, phong....), which inputs are mapped to which mxm values, etc....
Thanks in advance.