User avatar
By Tyrone Marshall
#200282
Eric Lagman wrote:My question got skipped :( When using custom mxm we still have to double tag with custom mxm and cinema material with the texture on it also then drag that to the texture path in the custom mxm right? Im not trying to complain just to know if I am missing something here? It seems only one layer maxwell materials will work with just tagging an object once.
Sorry about that Eric,

Are you asking if a texture tag is required if you are using an MXM custom tag? If your intent is to apply the texture to the whole object, no texture tag is needed in the texture tag slot. If you want specific polygons applied with this, then yes, you will need a polygon selection tag. If you are using any other maps from the cinema 4d material then yes, although not required.
User avatar
By Eric Lagman
#200311
Thats ok Tyrone. Yes the custom mxm would be applied to the whole object, but say for example it uses a bitmap of woodgrain or something like that. I would still need to put a cinema texture on the object with the same woodgrain that is in the custom mxm so that I can control the mapping and tiling of it right. I cant control mapping and tiling of a custom mxm that has a bitmap texture in it is what I am trying to figure out. This goes the same for any maxwell classic tags where I need to control the mapping and tiling of the texture in the viewport before I render also if the first is true? Hope I explained that better.
User avatar
By Tyrone Marshall
#200343
Eric Lagman wrote:Thats ok Tyrone. Yes the custom mxm would be applied to the whole object, but say for example it uses a bitmap of woodgrain or something like that. I would still need to put a cinema texture on the object with the same woodgrain that is in the custom mxm so that I can control the mapping and tiling of it right. I cant control mapping and tiling of a custom mxm that has a bitmap texture in it is what I am trying to figure out. This goes the same for any maxwell classic tags where I need to control the mapping and tiling of the texture in the viewport before I render also if the first is true? Hope I explained that better.
Hello Eric,

I need to test this, because as you know, any maxwell material tag can steal properties from a cinema 4D material. What are the properties that you want from the custom MXM that could not be done with the normal use of a tag with cinema 4d material?
User avatar
By Eric Lagman
#200349
Hello Eric,

I need to test this, because as you know, any maxwell material tag can steal properties from a cinema 4D material. What are the properties that you want from the custom MXM that could not be done with the normal use of a tag with cinema 4d material?
I am not sure what properties I am trying to get in a custom mxm that I cant get in a standard c4d material. I am just doing basic testing right now. Eventually when I want to do a weightmapped custom mxm or a 4 layer material for some reason how will I preview the bitmaps I am using in the viewport that are in the mxm without again putting all of those bitmaps into a cinema material, and getting them positioned and tiled properly onto my object. The power of maxwell materials is in the weightmapping. Can weightmapping be used with standard c4d materials?

To try and sum up. I am assuming we have a custom mxm tag because there are certain limitations to what can be achieved with stealing from the c4d materials. If so how can I get bitmap textures onto the object and position them in the viewport. A simple test I did was made a wood material using custom mxm and weightmapping then put it on my object. It renders with the wood bitmap, but the scale of my texture is off. I need to tile it to have more repetitions, but cant do this unless I make a c4d material that contains all of the bitmaps I have already used in my custom mxm, put that on my object then drag it into the texture window of my mxm tag.

I dont think this will be possible until maxwell materials are created directly in cinema and can be stored in the material manager like c4d materials. Also then have the same teture mapping controls that c4d mats have.
By big K
#200425
hello tyrone and dev team,

first, thank you to you all for your hard work !
the new plugin looks good :)
(nevertheless i started some discussions on some important parts, hope you do not mind)

maybe just a little bug i found. the material and the object id output is the same. at least it was for my testrenderscene. so could someone please check this. (i do not know if this is a plugin or engine problem, though had never problems with it in the past)

cheers
michael

p.s. i think it would be a good thing if the dev team would participate in the discussions as in the 3dmax and maya forums.
User avatar
By Eric Lagman
#204245
Maximus3D wrote:Forgive my stupidity now but i don't quite get it how i setup in C4D the Skymap thingy to get hdr in my scene using a mxi map i made. Some sorta explanation or something would be nice :) thanks in advance!

I tried using a sphere with flipped normals inwards and mapped that, still it's dead like a donkey. Nada..

/ Max
Max,

Put in a cinema sky object (located where the lights, camera etc are) then put your mxi sky tag on that. Hope that helps.
User avatar
By jc4d
#204246
Hey Maximus
Here I go,
- Add a sky object
- Add Maxwell SkyMap tag to the sky object
- Make new material and put a .mxi sky into Color, luminance and/or reflection channels
- Assign the material to the Sky object and drag it into texture tag inside the Maxwell Skymap
- Done

Tip:
If you only want to use for background uncheck the luminance channel and play with the intensity value on Maxwell Skymap tag.

Hope I can help you.

Cheers
JC

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