User avatar
By spekoun
#171575
noseman wrote:This is what I was thinking of.

Image

I think it serves both purposes and is better than the tagging system.

You may disagree with me :wink: disagreeing is the only way we will have any progress in our lives.
If everybody aggreed on everything, the world would be a boring place
8)
THX NOSEMAN...

This exactly, what i would like to have in Cinemaxwell. With this though i begun this thread, but i was too lasy to make such a picture. I am sure, this would be much, much better for workflow. And why not leave in Cinemaxwell current tag system (for those, who like it, and add this possibility too?
By lllab
#171578
to be honest i like the tag system very much. i just think the v1.1 way to do it is messed up somehow.

it was very nice that the tag could "steal" the texture coordinates of a cinema material automaticly, now i manually have to drag each c4d texture into the tag( or do i miss something?)

the v1 system was pretty perfect beside it didnt support selection tags.
i guess the NL programmers had difficults to implement the feature from v1 in combination with selection tags.

i really do hope NL find a better way for this, at least for my workflow it is a terribel way to work with( my buildings have hundrets of maxwell tags!)now i have to assign materials twice- first c4d and then drag them into the ciorresponsding slot in the maxwell tag.

but to make it short, please keep the tag system.
so i can render in FR, AR, vray, or maxwell or all together;-)


i understand the cinema sdk doenst allow many things and it is not easy for NL to make all things work, but please improve it a bit. v1(0.7c) was much more fluent than v1.1.(1.0)

respectful,
cheers,
Stefan
User avatar
By spekoun
#171646
lllab wrote:
it was very nice that the tag could "steal" the texture coordinates of a cinema material automaticly, now i manually have to drag each c4d texture into the tag( or do i miss something?)
I do not think, you missed something. This is another needless additional step for me.
By Boris Ulzibat
#171660
noseman wrote:This is what I was thinking of.

Now THIS is a great idea! Voting for it with both hands!
User avatar
By dyarza
#171717
spekoun wrote:
noseman wrote:This is what I was thinking of.
No argument here, this would be great. As long as there was a way to duplicate any texture maps into the C4D material so you can preview the texture. Without doing it manually of course.

D
User avatar
By beppeg
#171730
Ok noseman, but how can you recognize what material has the mxm in it, inside complex scenes with a lot of cinema materials?
As already said, the tag system it's very usefull in scenes with different render engines, except for the need to drag the texture tag in the slot when there is not a polygon selection :roll:
User avatar
By macray
#171740
I think there should be the Cinema material system and the maxwell material system as they are.

But the maxwell material system should translate to the children objects as well and the texture tag slot should vanish again to use something similar to v1 versions.

That way we have cinema materials that render fine with Cinema and we have a almost similar system to render all the maxwell materials with our beloved cinema workflow. Just assign the material to the parent object (perhaps next the the cinema mat. tag) and all works.

That would be fine and saves us a lot of work.
User avatar
By noseman
#171741
but how can you recognize what material has the mxm
You could have a custom icon.
it's very usefull in scenes with different render engines
with my proposal, materials work well with both C4D and M~R...

Unfortunately, even though the C4D SDK delivers programmers all the tools for creating seamless plugins and bridges for external renderers, it seems that the specific plugin was designed from a programmer that was not so aquainted with the C4D platform.
I am investigating this fact so that if it is true, I will start a "marathon rant thread" about NL's incompitency. If I am wrong, I will apologise (for this).
:wink:
By lllab
#171757
"even though the C4D SDK delivers programmers all the tools for creating seamless plugins and bridges for external renderers"

...no not seemless, not at all... i know that from the vray development.
it is hard work and not easy. the c4d sdk is quite difficult to manage for external engines, and support could be better/faster.

it is possible, yes, but definitly not fluent and seemless. maxon has to improve quite some stuff too.

still it is bad if a new plugin is one step for and 2 steps back in workflow.
that current problems can be solved.

cheers
stefan
By mmhnemo
#171820
[quote="noseman"]This is what I was thinking of.quote]

Sold To Noseman!!

No really - this is the way to implement MR.

Could you please submit this suggestion somewhere where NL people might look at it?
By lllab
#171881
noseman,
i cant imagine this works in a way i can keep a model textured for cinema AND maxwell at the same time?

what do you dont like at the tag system? (beside the texture tag slot)
wasnt it great to work with under v1? i loved it.

cheers
stefan
By Boris Ulzibat
#171913
lllab wrote:noseman,
i cant imagine this works in a way i can keep a model textured for cinema AND maxwell at the same time?

what do you dont like at the tag system? (beside the texture tag slot)
wasnt it great to work with under v1? i loved it.

cheers
stefan
What is not good in tag system, is that you cannot create a Maxwell material tag, set it up, and then just assign it to as many objects as you need, and when you edit it - all of the objects get these changes (this part is true except for CustomMXM). And if you don't look inside tag properties you cannot guess which material (one of the metals or one of the plastics) you havo on an object. There can always be mistakes in assigning mats, it's sad to figure it out on renders only.
User avatar
By Kabe
#172311
In fact it shouldn't be very hard to do such a material.

You can call materials from materials... so it should be easy to create a
special material that references a standard mat *and* a Maxwell Mat, has a
preview (probably the Preview generated by the standard mat combined
with some marker showing that it has a Maxwell Mat, too), and can be
used like any other material.

The Cinema plugin should be distributed freely then though, otherwise
non-Maxwell users couldn't render these materials...

Regarding the SDK: The maxon SDK is quite developed, but the current
plugin is two versions behind, using the 8.5 SDK instead of the 9.5 SDK.

As long as you don't even use the progress maxon has made during the
last SDK iterations especially in the area of supporting external renders I
think it's inappropriate to ask them to do more....

Kabe
User avatar
By noseman
#172413
As usual Kabe speaks the painfull truth.

lllab said:
wasnt it great to work with under v1? i loved it
I, personally, didn't even install Version 1 of M~R. As a matter of fact, I stopped dealing with Maxwell many months ago. I started again with version 1.1 and got dissapointed again.
I don't like using beta sw for my pro work. It's too unsafe. Especially with non creditable companies like NL. And please don't say that M~R - cinemaxwell 1.1 is not beta. It's actually pre-beta.

As for the texture tagging system, Kabe's answer actually covers me 100%.
You could have the best functionality and the simplest setup.

Anyway... let's hope for bugfixes first, because a new plugin would take about another year to make and I'm not getting any younger :P
User avatar
By beppeg
#172558
Sorry but I don't like the only one tag system proposed by noseman :(
I would like to have an "mxm editor" with the list of the mxm in the scene and the icon of the mxm tag that show the preview of the mxm itself.
Maybe it's impossible :?:
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