By Romans
#201502
Thanks jespi for reply:

1_What do you mean with turn off diffuse box?
2_Normals are alright
3_I am using maxwell materials

@mihai: and thanks too for contributing...

Image


Regards Roman
By jespi
#201510
Sorry but i don´t know where´s problem. If you want share the scene i ´ll take a look(now i´m going out but i come in two hours)
By Bogdan Coroi
#201511
Export your scene (File->Export) and open it up in Studio. Check if the Maxwell material you've applied to the sphere has the texture on Reflectance 0. Also, could you please share the .jpg file? (www.imageshack.us)
By Romans
#201515
Hello Bogdan,

thanks for your effort too!

The material for the blue little tiles is from the MXM Gallery web-site:

http://mxmgallery.maxwellrender.com/sea ... e=0&id=363

here comes the texture:

Image

the material for the ground is from the installed library (arroway):

pavement-01.mxm

Here is studio screen shot:

Image

Best Regards,

Roman
By Bogdan Coroi
#201518
The proportions are your problem. In Studio try to unckeck Real Scale or make Tile X: 1.0 and Tile Y: 1.0. The same applies to 3DSMax.
User avatar
By tom
#201519
Romans, you tile too much. Tiling 100x swallows the details. ;)
Same thing would happen if you tile the planet earth with this mosaic and view it from the moon. :D

If you expect something like this, decrease the repeat of texture with a proper tiling multiplier.
Image

However, I think your bug report is still valid about previewing the tiling in viewports.
You can preview the tiling properly when you do it with a UVW Mapping modifier but
not with image tile options from max, though it still renders the values you set.
This could be a limitation of 3dsmax SDK or something to be fixed. ;)
By Romans
#201521
Hello Tom

thank you for answering :)

I did not wanted to tile 100x - instead I was trying using the Max Real-World-Scale option for the texture: 100 cm in this case.

But for tile 1 (no Real-World-Scale) I also get no textures in mxcl.... :cry:

If you could have a look into the scene and discover the right settings, that would be very kind.... :roll:

The problem is really that we actually do not have the right feedback in the viewports for tiling-settings...

Best regards, Roman
By Romans
#201525
Ahhhhh...now it works!

The hint with the uvw-modifier helped!

Now the viewport and the mxcl render is the same! Ufff....

You only can control the tiling with the right feedback in the viewport via uvw-mapping modifier.

Thanks to all!

Best whishes,

Roman

Image
Last edited by Romans on Sun Dec 17, 2006 11:30 pm, edited 1 time in total.
User avatar
By tom
#201526
Good to hear Romand! :wink:
By Bogdan Coroi
#201575
Tom, there is no need to be subtle. If it can be done, it will. :)
By jespi
#201577
Bogdan Coroi wrote:Tom, there is no need to be subtle. If it can be done, it will. :)
Great!! Keep up the good work!
User avatar
By misterasset
#201632
Nuno Faria wrote:New plugin is very stable... although, it doesnt convert well mxm files.
Values such as 'roughness' or 'bump' are translated with different values from the original mxm files. This happens with the import MXM option.
I've been messing around with the plug-in and am encountering this problem when I use both the "Import MXM..." option as well as the "Browse Library..." option. But, it only seems to set the imported value to 100 incorrectly if there is a map applied to that attribute. Hope that helps the narrowing down of the flaw.

On a side note, when is the projected date for the new plug-in? Originally it was stated to be fixed in a few days.
User avatar
By michaelplogue
#201688
misterasset wrote:On a side note, when is the projected date for the new plug-in? Originally it was stated to be fixed in a few days.

Soon..........

:wink:
User avatar
By MetinSeven_com
#201691
Here's another wish: when saving images, please make the Maxwell 3ds Max plug-in respect the entered DPI value. Now I have to convert images to 300 DPI in Photoshop afterwards each time.

Thanks in advance!
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