User avatar
By Mihnea Balta
#200987
please make orthographic-view (front, right, top etc.) renders possible! Very important for arch-viz too!
The renderer doesn't support orthographic cameras, so this is not a plug-in thing. We have to wait for the feature to be implemented in mxcl and then all the plug-ins will support it as well.
camera correction modifier in 3ds Max: provides a Shift-Lens-"function" for cameras: 2-point-architectural perspectives (vertical lines / edges remain vertical)
This is a renderer limitation as well, Maxwell can't emulate shift lenses. There's nothing we can do from the plug-in.

Regarding the HDR problems, do you get different results in Max and Studio when setting up the environment (intensity and all)? We've double checked now by exporting a scene and opening it in Studio and it appears that the parameters are saved correctly. If you do get wrong parameters, it's a plug-in problem and we'll fix it, otherwise it's a renderer problem so it's better if it's discussed on the main Maxwell forum.
By jespi
#200992
Hi Mihnea!
Rendering ortographic view is already possible within maxwell studio.
Cheers!!
By jespi
#200997
:oops: Thanks fernando!
User avatar
By Mihnea Balta
#201007
Rendering ortographic view is already possible within maxwell studio.
Yes, but it's still a perspective projection. :) It makes a perspective camera with a large focal length, so it's like shooting your subject through a telephoto lens - the perspective effect will be diminished. We can do the same in the Max plug-in, but you'll see various side-effects - for example a very pronounced depth of field which you'll have to compensate by stopping down the lens, which in turn affects exposure and so on.
Fernando Tella wrote:Ortogonal not ortographic!
What do you mean? :)
By jespi
#201008
Thanks Mihnea for you explaination, now i understand why some times trying to do ortogonal render(or ortographic because i don´t know which is the different) i acquired odd results.
User avatar
By Fernando Tella
#201061
Mihnea Balta wrote:
Fernando Tella wrote:Ortogonal not ortographic!
What do you mean? :)
You made me doubt and made a search: in Spanish the word "ortográfico" refers to writing and spelling correctly only but if you speak about projection you say "ortogonal". However in English both words (orthographic and orthogonal) can be synonymous.

From Unabridged:

or·tho·graph·ic /ˌɔrθəˈgræfɪk/ Pronunciation[awr-thuh-graf-ik]
–adjective
1. of or pertaining to orthography.
2. orthogonal (def. 1a).

or·thog·ra·phy /ɔrˈθɒgrəfi/ Pronunciation[awr-thog-ruh-fee]
–noun, plural -phies for 3–5.
1. the art of writing words with the proper letters, according to accepted usage; correct spelling.
2. the part of language study concerned with letters and spelling.
3. a method of spelling, as by the use of an alphabet or other system of symbols; spelling.
4. a system of such symbols: Missionaries provided the first orthography for the language.
5. an orthographic projection, or an elevation drawn by means of it.


Soooo my apologies first for the off-topic and second for the unwise corrections and my ignorance.


Getting back to the topic:

You can render in studio through the 2d views but cannot render with the desired size; it has to be rendered in the viewport. It would be great to be able to do it in the mxcl at desired size.
User avatar
By jdp
#201104
hey, I clearly remember somebody named it orthopedic... :lol:
User avatar
By trofaster
#201192
I'm having problem with a scene where most of the materials are stored on a netwwork drive. For each material i get this message:

"Old MXM Material Translation Error. Could not fix the old path "H:\materialer\MXM\downede\burnished_lacquered_bubinga.mxm". Move all .mxm files to your current scene directory and also check your old .mxm files for a valid file name."

and the scene loads without materials. Is this a known bug?

I've also noticed that files "history" tab from max, some times shows up with inverted slashes like this:
g:/maxwell

instead of

g:\maxwell

- and windows wont have anything to do with that....

Minor points, but still...

keep up the good work

Rune
By Bogdan Coroi
#201198
Hi.

It's not a bug. In order to translate the old .mxm files, the plug-in first has to access them. So, it tries to access the file (if any) stored in the old Material MXM node. If it fails, it assumes the .mxms are in the directory where the scene that references them is. If it can't access them after this assumption, it will pop-up that error message.
I've also noticed that files "history" tab from max, some times shows up with inverted slashes like this:
What "history" tab?
User avatar
By trofaster
#201226
hmmmm...weird thing with paths - I'll go doublecheck my scene.

this history tab:
Image
User avatar
By trofaster
#201229
deleted - double post
Last edited by trofaster on Fri Dec 15, 2006 8:46 pm, edited 1 time in total.
By val2
#201247
If I assign a maxwell material to an object then attempt to detach an element of the object it crashes max. As long as the object has a standard material it's fine to detach.
User avatar
By misterasset
#201249
More of a wish than a bug... but can there be an option under the Maxwell tab in the Preferences that you can specify the default location the Material Editor looks when you click "Import MXM..." or "Browse Library..." All my MXMs are stored on a network drive.
By jespi
#201330
Hi Mihnea!
One thing i´ve nottice when i make materials within 3dsmax is that attenuation (distance) has not units and to get good ressult with a sphere of 14 cm diameter i have to increase the parameter a lot , which implicit units has attenuation?, could you in the next update include the possibility to change the units?

Best regards

jespizua
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