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									mxm are imported with al projectors set to planar
					Posted: Sun Jun 17, 2007 12:47 pm
					by giacob
					wouldnt it be better if the default projector would be cubic?
							 
			
					
									
					Posted: Sun Jun 17, 2007 12:52 pm
					by Mihai
					But the materials do not hold the projector info, the objects themselves have the UV info?
							 
			
					
									
					Posted: Sun Jun 17, 2007 12:54 pm
					by giacob
					i import tne  mxm and it automatically assign the projector... what should i do.?..
i frankly cant undertsand anymore what is the relationship between the lw material editor and the maxwell shader material editor... i mean: the value set on lw material editor have any influence on maxwell material editor or the values set in this latter overide the value of the lw material editor?
							 
			
					
									
					Posted: Sun Jun 17, 2007 1:05 pm
					by giacob
					besides Mihai tell me how i can assign the projector befor importing the materials.. seems impossible to me
							 
			
					
									
					Posted: Sun Jun 17, 2007 1:07 pm
					by Mihai
					I'm not familiar with the LW plugin, but do your objects already have UVs applied to them, before you apply the mxm to them?
							 
			
					
									
					Posted: Sun Jun 17, 2007 1:09 pm
					by giacob
					no dot have if i use the standard projector (cubic, planar, spherical etc) could have if i use a Uvmap ..
							 
			
					
									
					Posted: Mon Jun 18, 2007 10:02 am
					by giacob
					it seems to me that the mxm material editor dont take into account the value  of  lw material editor ( whic is also logical) so it is impossible assigning the uvmap before importing the material
							 
			
					
									
					Posted: Mon Jun 18, 2007 10:55 am
					by Mihnea Balta
					When importing a MXM file, textures are set up using the default LW projection mode, which happens to be planar. We could change it to cubic if you think it covers more cases, but I say that in the end you need to go and set up projectors or UV maps anyway.
MXM files contain the index of the projector for each texture. This is meaningless in Lightwave so this information is not imported. The fact that, for example, the roughness texture uses projector number 2 doesn't translate in any way in Lightwave.
When exporting a material as a MXM file, some projector numbers are set, but they are again meaningless, because the order that those indexes reference depends on the object.
							 
			
					
									
					Posted: Mon Jun 18, 2007 10:58 am
					by giacob
					the fact is that the cubic projector avoids the " not enough material etc... etc.." error message and the consequent stop of the render ..
a think that cubic cover much more cases and even if in some cases must be changed  it avoids the stop of the render
							 
			
					
									
					Posted: Mon Jun 18, 2007 11:01 am
					by Mihnea Balta
					The "not enough UV channels" bug is unrelated to this. We will fix it so there won't be a need for a workaround using a cubic projector. Anyway, there's no difference between how cubic projectors are handled and planar projectors, so it's strange that you say it fixes the problem.
							 
			
					
									
					Posted: Mon Jun 18, 2007 11:42 am
					by giacob
					u r right ....i remembered in the past having some problem with planar  projector but i was misremebering.....
							 
			
					
									
					Posted: Sat Jun 23, 2007 11:30 am
					by lopatam
					I use only Uv maps.I've to reassign every time my uv maps. I can't save my mxm with the uv,It's boring to reassign on new material the uv map ,in the 1.1 when i save my mxm it retains the uv map as the projection. .I named all my uv "texture" .
I think 1.5 is great but the lw plug-in in is missing some simple features .
							 
			
					
									
					Posted: Sat Jun 23, 2007 3:35 pm
					by lopatam
					instead of loading the mxm now I use the surface preset from Lw ,it works until you use always the same name for all the UV maps .