User avatar
By michaelplogue
#148226
As it stands now, you cannot view MXM materials in your viewports. The only workaround for setting up your UVW's is to create a standard material first so you can adjust how you want them to look. Then, when everything is where you want them, create and apply your MXM's.

With the complexities involved with the structure of MXM materials, I have my doubts that they will be able to modify the plugin so that MXM's are visible in your viewports. They may surprise us and come up with some sort of workaround through.
User avatar
By Frances
#148284
Also, Maxwell doesn't always interpret the UV mapping the same way it is shown in the viewport. Often times textures are rotated 90 deg. or have unexpected tiling. It's hit or miss and it wastes a lot of time. I'm fully aware that Maxwell disregards Bitmap Parameter settings, so that is not the issue.
User avatar
By tbny
#148534
I hope they are otherwise the max plug is a bit of waste of time
User avatar
By KRZ
#148543
sofar uving with "unwrap-uvw" caused no problems for me.
i just scale the uvs in the editor to get the right size if i need tiles.
i preview in the viewport using a standartmaterial
User avatar
By ludi
#149154
michaelplogue wrote:.....only workaround for setting up your UVW's is to create a standard material first so you can adjust how you want them to look.
But this issue really sucks!!
I mean, is this a "careful Plugin support" ??
Same workaround as in alpha. I really hoped they would fixe this, before developing some alternative additional (unasked) features...

V1?......
By Robert Cervellione
#149472
i dont know how much this helps but i have been using scene states in max to togle between standard and mxm material. it is fast once it is set up.
User avatar
By jdp
#149480
great tip Robert... first time I can use scene states in a useful way... thx... :D
User avatar
By jdp
#149533
@che: set your scene with the materials which let you see the texture, right click on the scene then select "save state scene".
from now on this state is stored with you scene, and you can go back and forth to it whenever you want even if the scene is closed.

Now you can assign your .mxm and save the state again: if you want to change some texturing just right click in a viewport and select "Restore Scene State" and choose the 1st one, do your tweaking and then reverse back to the other state. that's all. :wink:
By jespi
#157285
Hello, i´m trying make a brick wall with a grafity, i´ve thought that a way was make two layers, the first with a brick´s bitmap and the second with the grafity bitmap. First i´ve adjust the uvw maps(two uvwmaps)with standars materials to previsualize the scale, but when i set the mxm materials and push render i have this error:
MXS file read successfully

>> Checking Data...

>> Loading Bitmaps & Preprocessing Data...

>> Error: UVW channels ( 0 ) on object "box01" not enough for material "brick"

>> Render Failed.


but if i do the same only with a uvwmap the render is done, but this way don´t permit me to fix tha grafiti where i want.
Could someone tell me what am i doing wrong?

Thanks in advance :wink:
User avatar
By j_man
#157766
well this error is saying that there isn't a UVWmap for max mapchannel 1 (maxwell projector number 0), which is why when you add a UVWmap it works. Check you UVWmap modifiers to make sure that one of them is set channel 1!
This method for creating a decal should work, although others say using a clipmap material on a plane positioned just off the surface is much easier.

J.
By jespi
#157800
Thanks j_man, i´ve solved the problem. The method you mention looks good, but in this case the brick wall has a litle relief , and if use a plane with the graffiti ,the graffti don´t adjust to the brick wall, due to this i chose this method.

Cheers :wink:
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