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textures dont work in 1.1
Posted: Wed Jul 05, 2006 3:46 pm
by lllab
yet another porblem i have:
any bitmap texure in a material does not work, only when i manually drag the material in the texture tag(s) slot of the maxwell tag...
very strange, i though the texture tag slot is only necesarry for multimaterials?
i cannot manually put all texures additional in the texure slot, thats is a workflow killer.
is there a solution for this? hope i am wrong with something.
cheers
stefan
Posted: Wed Jul 05, 2006 4:23 pm
by macray
The other problem I have with this "workflow killer" - it is not mentioning the material name, but just "textur".
(It is exactly the name the texture is called when you assign a material to an object. I just took these and dragged them in the texture tag slots in the maxwell tag. There every material is named "textur" now. Normally I don't give them names. Therefore the materials have names. Why don't these names appear? That would at least make the overview better, as I have several black material in my scene that just have some reflection and bump-maop activated.)
Posted: Wed Jul 05, 2006 4:57 pm
by dd_
im going to do some tests on a new render tonight
but im hoping that the maxwell plugin for c4d will automatically steal the maps from the c4d textures as per v1 it would be a "workflow killer " as you said if we have to drag them. we will see, well i will see
Posted: Wed Jul 05, 2006 6:20 pm
by dd_
first test using the poly selection
the sphere was easy emitter for the band and metal for the rest
the glass cube how ever i used a custom material for the side that has the alpha checker but as u can see the black squares should be cutaway not black and i was kinda hoping that the under lying glass material would be there instead
is there a solution for this or is that the way it will work????
5mins cooking

everything else worked as i would have expected ( i thinnk)
oh i just noticed that as ive selected it to be rendered as a jpg and when i uploaded it to my ftp i found the file is called test2.jpg.jpg this isnt right is it
edit i sorted the black out by making the nd 1 :/
Posted: Wed Jul 05, 2006 6:42 pm
by dd_
as you can see it cliped the polys selected like one would expect , now is there away to get the clear cut away part to pick up the metal of the main body the way c4d works with seelction tags and materials?
Also can i ask if its possible for it to steal the alpha channel aswell as the colour and bump from the c4d material please. if not that means i have to make anything with an alpha map as a custom maxwell mat tag :/

Posted: Wed Jul 05, 2006 8:43 pm
by lllab
i get crazy,
something i must have wrong here with my files, NO of my old files render.
even if i retexture everything i get error after error message.
i did install like suggested(deinstalling all older MWs), i have worked fine tith rc5 and v1.0 with almost no problems. i cant figure out what i am doing wrong.
?
thanls for any tipps or help
i will test further in meanwhile...
cheers
stefan
Posted: Wed Jul 05, 2006 8:44 pm
by Tyrone Marshall
Most of the material and texture issues and ways to apply them are explained in the new user guide for Cinema 4D.
I will take a closer look to see if there is a problem, but from my tests, I have not had any problems with textures not working.
It is not a workflow killer, the types of maps that the plugin is able to use from Cinema 4D materials has changed. Please read the manual first.
Posted: Wed Jul 05, 2006 9:05 pm
by dd_
ive read the manual :/
oh and none of my V1 scenes render cause of the error UV message projection thing
(im not that daft honest )
Posted: Wed Jul 05, 2006 11:19 pm
by lllab
yes, read the manual too, and i worked on a daily basis on maxwell, so i am no beginner.
i get this error messages on every object and ALL of my old scenes, and some othe messages on new scenes.
i must say my system is german, i found thatth ematrial editor persistenly want to search the paths under the given path, but i have a german windows.everything here is under programme/nextlimit/...not program files/nextlimit... - i changed that for every texture i used, but it seems not to take the path changes.
also i dont understand why all textures from my files dont like theri uvws, the worked perfect under v1.0. i rechecked all paths, they are correct.
when i open it in studio half of the texture are just missing, they are not transported from the plugin.
i am a big fan of maxwell, but with all respect, something seems a bit odd, either with me, or the plugin, or the MW render exe.
i will test further and hope i will maybe find a reproduceable system behind it. hope so at least.
hope you can also do some tests, and i hope it is something i do wrong. i really hope this realease works good.
cheer
stefan
Re: textures dont work in 1.1
Posted: Thu Jul 06, 2006 6:52 am
by Tyrone Marshall
lllab wrote:yet another porblem i have:
any bitmap texure in a material does not work, only when i manually drag the material in the texture tag(s) slot of the maxwell tag...
very strange, i though the texture tag slot is only necesarry for multimaterials?
i cannot manually put all texures additional in the texure slot, thats is a workflow killer.
is there a solution for this? hope i am wrong with something.
cheers
stefan
To use bitmap texture with the plugin, you must drag the texture tag or polygon selection tag to the appropriate Maxwell material texture tag, or polygon selection tag slot. You can use multiple Maxwell Material tags on one object and use multiple material tags and polygon selection tag per object.
The texture slot is a requirement if you want to render a bitmap using the plugin.
Posted: Thu Jul 06, 2006 6:53 am
by Tyrone Marshall
macray wrote:The other problem I have with this "workflow killer" - it is not mentioning the material name, but just "textur".
(It is exactly the name the texture is called when you assign a material to an object. I just took these and dragged them in the texture tag slots in the maxwell tag. There every material is named "textur" now. Normally I don't give them names. Therefore the materials have names. Why don't these names appear? That would at least make the overview better, as I have several black material in my scene that just have some reflection and bump-maop activated.)
See response above on texture tag requirements for Maxwell materials.
If you do not place them in the maxwell material tag slot for texture or polygon selections they will not be exported to MXS.
Posted: Thu Jul 06, 2006 6:55 am
by Tyrone Marshall
dd_ wrote:as you can see it cliped the polys selected like one would expect , now is there away to get the clear cut away part to pick up the metal of the main body the way c4d works with seelction tags and materials?
Also can i ask if its possible for it to steal the alpha channel aswell as the colour and bump from the c4d material please. if not that means i have to make anything with an alpha map as a custom maxwell mat tag :/

You must create your clip maps in Studio or the standalone material editor.
No stealing of Alpha channels -see manual for C4D textures to Maxwell Render material properties correlation.
Posted: Thu Jul 06, 2006 1:28 pm
by lllab
>"If you do not place them in the maxwell material tag slot for texture or polygon selections they will not be exported to MXS."
oh god! i mean this was really nice working in v1, and now this? for each object?
Tyron with all respect but i cannot imagine doing this in a professional workflow, this is a time killer per se. also how can i use 2 custom mxms for an object with material selection? it always replaces the one i had on it?
i must say i way very happy with v1, but at the moment i feel -sorry to say a bit dissappointed- this is not what i expected.
also why do my normal textures dont work anymore. some people suggested manually changing the channel, but this doesn only work for custom mxms.
i even have a modell where i deleted all alod textures and all cinema textures and when i retexture it i get the same errors as before. i will test further with this file to find out why.
it is nice to have the new features added, and to have most old bugs fixed, but there seem to be some new problems in the new plugin.
still i hope it is me ad not the plugin. i will try as good as i can to find out the reson for the problems.
fact is with v1 i just put on sme material and it did render. with v1.1 i cannot render with success until now...thats why i am frustrated.
i also gave it(demo) to one client, he was also not able to to render from cinema, he was able with v1. so i am not the only stupid one.
cheers
stefan
Posted: Thu Jul 06, 2006 2:05 pm
by glypticmax
Tyrone Marshall wrote:Most of the material and texture issues and ways to apply them are explained in the new user guide for Cinema 4D.
Please read the manual first.
I'd love to. Where do you get it? I've downloaded the plug in three times and each time the docs are corrupted or crash every *word* program I have.
Posted: Thu Jul 06, 2006 4:40 pm
by dd_
i did say is it possible ie in future versions to have it steal the alpha channel. i have used the custom material to make the alpha you are seeing
