User avatar
By Eric Lagman
#175417
I was working on a scene everything was going good. Ran a few test scene was working well, then out of nowhere I hit render, and all I get is the physical sky. My geometry is not there at all. I even open up the scene in studio and nothing is there. Anyone have this happen?
User avatar
By Eric Lagman
#175419
Nevermind :roll: I put in a cube primitave, and did not make it editable. This was the issue.
User avatar
By goncalo
#175638
and don´t forget... now you don´t select cameras... So you must have only the view of the camera in C4D when you hit render, if you have all the views open ( camera, top, right, left ) the render will always come empty all white.

Don´t forget that
User avatar
By Rochr
#175950
goncalo wrote:and don´t forget... now you don´t select cameras... So you must have only the view of the camera in C4D when you hit render, if you have all the views open ( camera, top, right, left ) the render will always come empty all white.

Don´t forget that
Doesn´t always work though. The only way i got Maxwell to render out a somewhat clear object at all, is if i add a camera and set the focus manually in the camera tab.

The camera system in 1.1 is probably good in theory, but lousy in reality.
I can only hope that Next Limit brings back camera targets again. It was a far better and quicker setup.
User avatar
By mashium123
#175952
Rochr wrote:It was a far better and quicker setup.
Sorry, but...no. IMO.

To set up an aiming-system just to get a quick'n'dirty render, that's not a quicker setup, in my eyes. The actual system works great for me. I can use it, just as I'm used to the c4d_cam_system.
So pleeeease: do not bring back the old cam_system...

I only have to watch out, that the perspective to be rendered is shown in the c4d_editor. That's not so good. I want the ability to choose cameras. That's all.

Btw: I [yesterday] found out: Whenever the very first (I mean the one on top) object (or group) in the Objcets_List is deactivated, maxwell only renders the sky. No geometry exported.
I used to put my backup_copies on top of the list and deactivate them (just backups, right?), but now I put them at the buttom of the list and the renderer renders again...
So never deactivate the object or group on top of your obj_list!
I don't know if this is a plug related bug(?) or if the other 3dpacks also have to deal with this...

But probably I was just the last to find out about this issue, hehe...

Cheers. Mesut.
User avatar
By Rochr
#176046
I´m also used to Cinema4D cam system, and never had any problems with it, but i simply can´t get this new Maxwell system to work without manual focus settings and tideuos trial & error renderings.
Just adding a camera and render out the perspective viewport doesn´t work at all.

I´m glad it works for you guys, but for me it´s impossible to render out a scene, especially when i work with complex environments.
If NL keep these cameras, i´ll either must go back to using beta (which is the only version having hd-support but leave out a few hundred objects in every render) and waste time on composition in all the missing objects from a C4D render, or i can just as well delete my license and Maxwell along with it, and consider the money i payed for it wasted.
Between these two options, i´ll be forced to choose the latter.

You might save a little time with this setup, but i have a software i can´t use at all.
User avatar
By dyarza
#176620
Sure, if you want to do a quick and dirty render this is much better, you do not have to set anything, and if that is what you do with M~R then good for you.

In my case, and I suspect a good amount of people's, quick and dirty just does not cut it. We often have scenes with multiple cameras that have been carefuly set up for focus and composition, and the current system not only complicates things but also causes lots of errors. Imagine if you will, that you have your camera set just right but you need to go back and change something in your geometry. Obviously you do so in an editor perspective view, you do not move your camera and then set it again. Then you hit render and after a long time exporting you get to see the begginings of the render and CRAP! it's the porspective view, not your nicely setup camera. Or worse yet, you were in top view and you just get the sky.

This workflow wastes a lot of time.

Maybe the old camera system can be brought back with an option in the camera selection pull down for the active viewport, thus enabling your quick and dirty render as well as any tagged camera in your scene.

D
User avatar
By Rochr
#176631
dyarza wrote: Then you hit render and after a long time exporting you get to see the begginings of the render and CRAP! it's the porspective view, not your nicely setup camera. Or worse yet, you were in top view and you just get the sky.
Or even worse, you get some blurred something...
I did some more testing here with a normal C4D camera with target, and sometimes rendering out the active camera view works, sometimes it doesn´t. It´s nuts.

I fully agree with you with the above Dyarza. Most of my scenes take over an hour to voxelize, and you don´t want to work with scenes like that in a system that´s not entirely reliable.
1.0 had it´s irritating lack of features, but the camera system worked well.
As far as i´m concerned, 1.1 with the camera and its time wasting tripple tagging of materials, is a step backwards in terms of workflow.
User avatar
By dyarza
#176639
Exactly.
Help with swimming pool water

Hi Andreas " I would say the above "fake[…]

render engines and Maxwell

Other rendering engines are evolving day by day, m[…]