By lichtwerk
#174696
All together I find the way in which maxwell tries to use some settings of the cinema material, but on the other hand than has some other settings of its own quite confusing; beeing used to an easy and well working worflow in cinema I suggest that also with maxwell the material system should stay just as we are used to. Take for example the bhodyNut shaders: why caould maxwell materials not be integrated just this way? From a menu you chosse to create a maxwell diffus or metal or dialectric material or whatever, these materials than have their own material channels for textures an so on and everything is visible in one dialog system. Work could be so easy. Also the selection tag could remain just as it is; you tag 1 or 2 or even 10 materials to an object just by tagging the matrial tag with the selection tag.
PLEASE base your future developments on thes well working basis which we already have in cinema and do not try to mess up things with "fanzy" new creations.

I would love to see a seperate maxwell material system which would make things clearer. :wink:
By rob rhodes
#174699
I agree about better poly selection tag aplication and if that can work with alpha channels like cinema does that would be sweet. But I have to say I would rather they just scrapped the dielectric or metal tags that they supply and just use the mxm material editor, I find it quite good when you get used to it and the new wizards are great for learning how materials should be set up successfully. If you try and use C4D's channels to create maxwell materials it can be confusing and also more likely to go wrong. I think NL are better just concentrating on their material editor that works well with their renderer. Also there is a wider resource of knowledge if everybody uses the mxm editor regardless of 3D app.

rob
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By Rochr
#174717
lichtwerk wrote:PLEASE base your future developments on thes well working basis which we already have in cinema and do not try to mess up things with "fanzy" new creations.
Amen to that!
But i guess why go with ease and perfection when you can complicate things and f**k up workflow completely.

As for scrapping the standard tags, the day MXM´s are the only way to texture a scene with Maxwell, that´s definitely the day Maxwell will end up in the trashcan.
The materials editor is far to limited to substitute everything else, and plainly suck when you´re working with alpha maps and/or need to scale materials in realtime.
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By Tyrone Marshall
#174742
Rochr wrote:
lichtwerk wrote:PLEASE base your future developments on thes well working basis which we already have in cinema and do not try to mess up things with "fanzy" new creations.
Amen to that!
But i guess why go with ease and perfection when you can complicate things and f**k up workflow completely.

As for scrapping the standard tags, the day MXM´s are the only way to texture a scene with Maxwell, that´s definitely the day Maxwell will end up in the trashcan.
The materials editor is far to limited to substitute everything else, and plainly suck when you´re working with alpha maps and/or need to scale materials in realtime.
Rochr,

Have you actually used the material editor?

I found it works very well and with alpha maps - you have to make adjustments to the object projector scaling. And you can see the adjustments in realtime in the viewport with regards to scaling.
User avatar
By spekoun
#174781
Rochr wrote:Amen to that!
But i guess why go with ease and perfection when you can complicate things and f**k up workflow completely.
I have same opinion. I started similar "workfow thread" some time ago. But i was very surprised, when some users like current stupid tag system.
Yes, why change our beloved C4D workflow??? And when you have to add texture into a tag everytime? It is rally very stupid, sorry. When I make new simple scene, it is quite good. But when continue on some older scene, it is very painfull to redo it.

I use only Maxwell for rendering a I like MW very much. But I am very dissapointed with Cinemaxwell. There is some progres in last update, but principles of integration are against C4D principles...
User avatar
By Rochr
#174791
Tyrone Marshall wrote: Rochr,

Have you actually used the material editor?

I found it works very well and with alpha maps - you have to make adjustments to the object projector scaling. And you can see the adjustments in realtime in the viewport with regards to scaling.
Yes i have.

And no, i do not agree about alpha maps. Sure, you can adjust them and it works, but you can´t see how the changes will look on the specific object, until:
you´ve made them, pressed OK, refreshed the viewport, exported the material, reloaded it in Cinemaxwell(since it doesn´t update automatically) and re-rendered them.
I´m sorry Tyrone, there´s just nothing real time about it. Not even with the viewport, since you first have to close the picker window and then refresh.

As for the alpha maps, they also have a tendency to get jagged edges and look like crap. Mind you, that these are maps i´ve used in several different 3D programs, with great result. Only Maxwell have had a hard time with them.

I would be happy to show you, IF this plugin camera would ever render out a scene properly twice without going to "Clear Mode"!
Here´s something really critical NL need to fix. The camera in V1.1.
It doesn´t work. (See "Critical camera issue in Cinemaxwell")
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