User avatar
By juan
#198511
Please post here your impressions, wishes, bugs...We all hope you enjoy a lot the new plugin :)

Please uninstall any previous version of the plugin to avoid undesired issues.

Kind regards,

Juan
By sandykoufax
#198533
u.biq wrote:At least by me :

- wizard doesn't load - Me too
- where are the matID output and others that were so useful - Me too. where?
- the mat. preview is so small and strange. I can't resize it - Need preview control (bounce and quality), if is is impossible, please more quality preview
- how do I choose my preview scene like before? Maybe imposible
- some spinners under attenuation have no labels : what is their purpose? -> Nd and Abbe
- the manual target distance in cam. params has no visual clue in the viewport -> Use target camera
- in the render tab, what are the meanigs of attenuation scale and preview scale ? -> Me too. what is it?
- setup of time in environment time is absurd : the choice of day/month/ was way better IMO. And 4.1215hour means nothing to me -> Yes, why?

:cry:

Thanx anyway
Last edited by sandykoufax on Tue Dec 05, 2006 3:17 pm, edited 2 times in total.
User avatar
By Mihnea Balta
#198535
Hello and thank you for the report.

- the wizard is not implemented yet, it's going to be done this week
- same for the output channels
- we've already improved the material preview, you can use the floating window for a larger preview; we are also implementing preview options (Sampling Level, engine to use, max bounces)
- you can't choose a preview scene yet, it's going to be implemented, but later
- the two spinners without labels are Nd and Abbe number. Their names have been accidentally hidden in this build, we're taking care of it.
- a visual clue for manual focus distance has not been implemented yet
- attenuation scale is multiplied by the attenuation distance you set in your materials. You can use it to compensate for global scale if you wish. For example, if you get your attenuation to look right in a scene and then scale the scene 10 times using global scale, the transparent objects will look wrong. We don't automatically compensate for the attenuation difference because the user might actually wish to have less transparent objects when the scene is scaled up.
- preview scale will be applied to the resolution, but it's not used yet

The plug-in was rewritten from scratch in just one month. Some features are not done yet, we're still developing the plug-in full time. We'll be releasing frequent updates when new features are implemented. Don't worry about the day/month stuff, there simply wasn't enough time for it. We'll bring that to the Studio form soon.

Have a nice day,
Mihnea
User avatar
By 4 HeRo
#198538
-No MXS export option
-No Render output
-No Save MXI
-No preview when rendering
User avatar
By Mihnea Balta
#198540
MXS export is available through the File -> Export menu (Export selected works also).
You set render output as you do for Scanline, i.e. from the Common tab, under "Save file".
An MXI is automatically saved together with the image file right now. We'll add an option to disable this and we'll probably add a separate MXI path control.
What do you mean by no preview when rendering?
By jespi
#198541
Sorry but where is " System panel" . How can i save my output in my own folders?
User avatar
By 4 HeRo
#198547
Mihnea

Thank you for the reply :D

And I have now got a render preview

Cheers

John
By jespi
#198552
Thanks Minhea .
User avatar
By Fernando Tella
#198553
Some other things besides those:

-I miss ISO and shutter speed controls at camera parameters.
-At the material browser when searching for a folder it doesn't display two mapped network units that I have. I can reach them through the network but they should look like another drive.
-When translating standard materials form max chaging opacity produces strange results.
-When changing tiling from the bitmap controls it actually tiles the texture, but the render doesn't match what is displayed at the screen (looks like 3dsmax tiles fixing the texture at the middle and maxwell fixes it at the corner).
-The invert texture tick works but not most of the rest at the output rollout.

EDIT: I was testing while writing. There are many answers written while writing my speech. Don't bother to answer if I'm repeating topics.
Last edited by Fernando Tella on Tue Dec 05, 2006 4:05 pm, edited 1 time in total.
User avatar
By Mihnea Balta
#198556
I miss ISO and shutter speed controls at camera parameters.
There's a Maxwell rollup for the normal Max cameras, just go to the modifiers panel and scroll down. By default the rollup is below "depth of field parameters". It might be a bit confusing as the rollup doesn't show up until you create the camera in the scene, but this is a Max limitation.
-At the material browser when searching for a folder it doesn't display two mapped network units that I have. I can reach them through the network but they should look like another drive.
We'll look into this.
-When translating standard materials form max chaging opacity produces strange results.
We're testing it now, but can you be a bit more specific than "strange"? :)
-When changing tiling from the bitmap controls it actually tiles the texture, but the render doesn't match what is displayed at the screen (looks like 3dsmax tiles fixing the texture at the middle and maxwell fixes it at the corner).
We'll investigate.
-The invert texture tick works but not most of the rest at the output rollout.
The Maxwell renderer doesn't support the other kind of image manipulation functions that are present in that rollup. This is not a plug-in issue.
User avatar
By Mihnea Balta
#198559
When testing opacity, please keep in mind that the default Nd for the Standard material is 4, which might be too high to actually see anything through the object if the object is big enough. There's a Maxwell rollup in the material properties where you can control this. Also please check the absorption distance, the default is 1 meter.

EDIT (again): we found the problem with the tiling of textures, Max has a funny way of doing tiling. Maxwell does not directly support the "Max way", but we think we can fix it by forcing an offset computed from the tiling factor. Please note that this problem does not occur when using an integral tiling factor. We'll try to have it fixed for the next maintainance release.
User avatar
By Mihnea Balta
#198593
Sorry, that's a bug, we'll have it fixed by tomorrow or the day after.
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