All posts related to V2
#322368
Hello,

I build up a scene on my Mac with Maya 2010 and Maxwell 2.0.2.0. It contains about 1000 Cars (Maya instances). I turn on "Maya instances to Maxwell Instances" and it works very well.
Now I wanted to Render the Job on Rebusfarm and there the same scene crashes. Rebus is on 2.0.3.0. I updated my Maxwell to 2.0.3.0 and now it crashes on my machine too.
When I disable "Maya instances to Maxwell Instances" it works, but just with maybe 10 to 20 Cars. And the guys of Rebus surely wont downgrade the Farm...

What can I do? My deadline is tomorrow in the early mornig.

Thanks and Greetings, Linus
#322553
I've just been told that there's a known bug in 2.0.3 when you instance objects with per-face material assignments. The only solution at the moment is to break the object into pieces so that you have one material per mesh. The problem will be fixed in the next engine patch, but I don't have an ETA for that.
#322558
Afternoon all,

I'm currently experiencing the same problem but in 3dsMax 2009 after just having upgraded to Maxwell 2.0.3 using the
latest plugin version (all x64 bit). I am using per-face material assignments on numerous instances like cars and trees.
The scene renders fine in Maxwell 1.7.1 although it takes ages to reach SL 16 @ a resolution of 4800x2400 pixel using
cooperative render between 8 PC's. Would it help to disable the conversion from Max to Maxwell instances in the render
settings or should I rather roll back to Maxwell 2.0.2 as well?

Please advise as I'm also running out of time... Thanks a million in advance.

Jost
#322562
@ Pixelprinz: Thanks for getting back to me so quickly. I also realised that my Max > Maxwell export now takes about 3
minutes and I ended up with an mxs file of just over 1.3GB and after having almost finished voxelisation, it just crashed
anyway, what a mess. I really hope rolling back to 2.0.2 will fix it. Everything times 8 to get the render farm back :(

No drinks in the pub tonight for me I guess...

Cheers
#322566
Of course I'll test it with one node first but thanks for reminding me. Do you reckon I will also have to roll back the plugin
version to at least one release before the current?
#322570
Mihnea Balta wrote:I've just been told that there's a known bug in 2.0.3 when you instance objects with per-face material assignments. The only solution at the moment is to break the object into pieces so that you have one material per mesh. The problem will be fixed in the next engine patch, but I don't have an ETA for that.
I experienced the same after the 2.0.3 update within max. It was my understanding that proxies had to be created from a single mesh. Are you saying maxwell can create a proxy from a group of unique meshes?

On a side note, would it be possible to incorporate a "no future notification" check box specific to new releases when the update window appears through the main engine? Or is there an option somewhere to disable notifications alltogether?
#322574
rusteberg wrote: I experienced the same after the 2.0.3 update within max. It was my understanding that proxies had to be created from a single mesh. Are you saying maxwell can create a proxy from a group of unique meshes?
No, this problem is related to multimaterials. You can create a proxy from a mesh which uses a multimaterial, and that will cause 2.0.3 to crash (it used to work in 2.0.2 and it will be fixed again in 2.0.4).
rusteberg wrote: On a side note, would it be possible to incorporate a "no future notification" check box specific to new releases when the update window appears through the main engine? Or is there an option somewhere to disable notifications alltogether?
I don't think it's possible to disable it now, but I'll pass along your request.
#322890
rusteberg wrote:On a side note, would it be possible to incorporate a "no future notification" check box specific to new releases when the update window appears through the main engine? Or is there an option somewhere to disable notifications alltogether?
oops, just noticed there's a checkbox to disable checking for updates.... never mind, that'll do! :oops:
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