By Bogdan Coroi
#201701
There is no DPI option in the renderer, so you can't pass it from the plug-in.
User avatar
By MetinSeven_com
#201711
:) Then my wish is to add a DPI option in the renderer first. :) I guess this is merely a value to be set in the image save modules.
User avatar
By dzowada
#202055
MetinSeven_com wrote: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!
Maybe I'm confused, Is what you want any diffrent then the "Print size wizard" found in the pull down rendering menu?

As an example:
Paper Width: 11.0
Paper Height: 8.5
DPI: 300
Results in an Image size of 3300 x 2550

Quite a large render, good thing that region render works in the new plugin. (I would prefer Blowup but that doesn't seem to work yet.)
By Romans
#202075
Hello Metin and dzowada,

there are some indepth discussions about dpi theme here in the forum.

Just have look / search (maybe most off-topic) around. (if not deleted..) :wink:

Regards, Roman


PS: I just asked some time ago for the save dpi option too, but until now...nothing.

I wonder if we now use the common-dialog for saving images (from max) why we do not can adjust these settings? :roll:
User avatar
By MetinSeven_com
#202078
Hi Roman and Dzowada,

Dzowada, a Dots Per Inch value can be embedded in an image when saved, so when you import the image in Photoshop the DPI value is correct. In the world of printed magazines 300 DPI is the standard, but any image saved with maxwell is always the default computer screen DPI of 72.

Roman, I also hope that by using the default 3ds Max image save option, embedding the DPI value and alpha channel in an image is possible.
User avatar
By Xlars
#202439
Exellent thread (i just realized it was here :) and thanks to NL for the great efforts.

I have a few things.

(1) Editing a Maxwell Material in the material editor I can not get the Wizard button to work (nothing happens when pressed)

(2) Regarding the HDRI and screen mapping, I think it would be really usefull to be able to screen map the background and also screen map the refraction (currentlly the screenmap toggles does not work it seems). The need it for composite tasks involving dieletics like this one:
http://www.maxwellrender.com/forum/view ... =composite
Avoiding to have to do a massive amount of matte painting like this:
http://www.maxwellrender.com/forum/view ... hp?t=19726
(I can get it working in other renders like Brazil and Vray with some Refraction override options)

(3) This one is more a wish than an error: Would it be possible to still have a button to open the Maxwell Material editor with the current material (maybe just because I have gotten use to that editor and actually found it usefull sometimes). Just as an option.

Thanks again
Last edited by Xlars on Sun Dec 24, 2006 1:27 pm, edited 1 time in total.
User avatar
By 4 HeRo
#202440
Xlars wrote: (2) Regarding the HDRI and screen mapping, I think it would be really usefull to be able to screen map the background and also screen map the refraction (currentlly the screenmap toggles does not work it seems). The need it for composite tasks involving dieletics like this one:
http://www.maxwellrender.com/forum/view ... =composite

Avoiding to have to do this:
http://www.maxwellrender.com/forum/view ... hp?t=19726


(3) This one is more a wish than an error: Would it be possible to still have a button to open the Maxwell Material editor with the current material (maybe just because I have gotten use to that editor and actually found it usefull sometimes). Just as an option.

Thanks again
I concur
User avatar
By trofaster
#202692
Xlars wrote:Exellent thread (i just realized it was here :) and thanks to NL for the great efforts.

I have a few things.

(1) Editing a Maxwell Material in the material editor I can not get the Wizard button to work (nothing happens when pressed)

(2) Regarding the HDRI and screen mapping, I think it would be really usefull to be able to screen map the background and also screen map the refraction (currentlly the screenmap toggles does not work it seems). The need it for composite tasks involving dieletics like this one:
http://www.maxwellrender.com/forum/view ... =composite
Avoiding to have to do a massive amount of matte painting like this:
http://www.maxwellrender.com/forum/view ... hp?t=19726
(I can get it working in other renders like Brazil and Vray with some Refraction override options)

(3) This one is more a wish than an error: Would it be possible to still have a button to open the Maxwell Material editor with the current material (maybe just because I have gotten use to that editor and actually found it usefull sometimes). Just as an option.

Thanks again
I concur too - especially on (3), half of the time the max-interface is enough for creating materials, but for more advanced materials, the better workflow, and especially the better preview of the maxwell material editor is preferable. I find myself exporting half of my materials from max, opening them in the maxwell material editor, and then reexporting them, and reimporting them into max, quite a messy workflow. So having a button that opens the mxed directly would be a great thing.

/rune
User avatar
By Mihnea Balta
#202719
Hello.

As you probably have noticed, a new version of the plug-in is available. Here's the change list (again):
Version 1.0.77 (revision 137)
------------------------------

New features:
- emitter-only materials (no BSDF enabled) are displayed in the viewport using the emitter color
- implemented the material wizard
- the state of UI elements is now updated to reflect which ones are available when a specific mode is
selected (e.g. when using an IOR file, the rest of the BSDF parameters are disabled)
- removed the caustics attributes from the geometry since they're not supported by the renderer anyway
- when exporting an MXM over an existing file you're prompted if you want to overwrite or not
- the animatable visibility parameter is now taken into account (including the inheritance options)
- increased the range for the luminance value on emitter materials
- the Maxwell-specific parameters used when translating non-camera views (perspective, light etc.) can now be
edited in the global render settings page
- you can select which camera or view is used when exporting a scene through File -> Export
- the rendered image is only brought back into the Virtual Frame Buffer window if the "Rendered Frame
Window" option is checked in the Render Settings ("Common" tab)
- when exporting or importing a material, all the values and maps are processed (the plug-in used to only
process the active values)
- added a MXI output path control in the render settings
- support for render channels (alpha, depth etc.). These are also brought into Virtual Frame Buffer windows
if the "Rendered Frame Window" option is enabled.
- implemented the "use bitmaps" render option
- 64-bit support
- "auto range" tone mapping support
- the "Display" render option works now (when disabled, the mxcl UI is not shown during rendering)
- added a direct download link in the update notification dialog (but of course you'll only see it starting
with the next update)
- the update notification dialog also displays the current and latest version numbers
- the preferences dialog displays the version number of the currently installed plug-in
- animation rendering support. Animations can be rendered in one of two ways:
1) all the frames are exported and then mxcl is started in sequence rendering mode. This way Max doesn't
have to wait while mxcl is rendering the frames.
2) each frame is exported, rendered and then the MXS is deleted. This can be used if disk space is a
concern. Also, in this mode, all the Max output formats can be used; for example you can render
to an AVI file in this mode.
- the export mode now supports saving multiple frames. There's an option to append the frame number to the
resulting image name. This must be on if you'll render each scene individually, otherwise they'll all
render inside the same image file. It must be off if you'll render using mxcl's sequence mode, in which
case mxcl will append the frame number itself.
- the material preview code now uses the same preview scene as Studio
- layers with all components (BSDF, SSS, coating) disabled are skipped when materials are exported

Bugs fixed:
- you can no longer modify the approximated emitter color by clicking on the swatch
- bump value range corrected: (-100, 100) instead of (0, 100)
- bump strength is correctly imported when loading a material from a MXM
- coating thickness is correctly imported
- the meaning of "spherical mapping" in the Image Based Environment settings was inverted
- increased the lower end of the range on the burn parameter, since 0.01 is not valid
- converted Maxwell cameras (created by the previous plug-in) now show up in the viewports without having to
save and reload the scene
- removed a camera translation warning
- locking the render camera now works as expected (the plug-in no longer overrides it with the currently
active viewport)
- objects with apostrophes or backslashes in their names no longer produce errors when opening a scene
- the correlated color approximation displayed in the Max UI was wrong
Happy holidays,
Mihnea
User avatar
By ludi
#202734
thanks!!

But there's still no material Preview for MXM in the viewport, right?
(i'm a little bit confused, as I use VIZ instead of MAX)
User avatar
By Mihnea Balta
#202741
The color of the material is displayed in the viewport. There's no direct support for seeing textures in the viewport, but you can easily work around it by going into the Bitmap node itself and pressing the "show map in viewport" button. This is for Max, I hope it's the same for Viz. :)

We're working on displaying textures in the viewport directly (i.e. when the "show map in viewport" button is pressed on the Maxwell material itself), we'll probably have it ready for the next update.
User avatar
By MetinSeven_com
#202743
Hi Mihnea,

Speaking of viewport display, I've got a wish for a future update: can you reflect the shininess of a Maxwell material in the 3ds Max viewport? For instance linked to the roughness value of a Maxwell material, so if the roughness value is low, you get a strong shininess / highlight on the corresponding object(s) in the OpenGL or Direct3D viewport preview, and vice versa if the roughness value is high.

Thanks and happy holidays to everyone at NL!
Last edited by MetinSeven_com on Thu Dec 28, 2006 6:04 pm, edited 1 time in total.
User avatar
By ludi
#202744
Exactly what I searched for!
=> It Works.

Thank you very much!!!!
User avatar
By MetinSeven_com
#203065
Hey guys,

I just noticed that after loading a scene that's created with the previous version of the Max plug-in, the layer blending is set to additive in all materials. How come? This is quite annoying when you have at least 40 different materials in your scene, including multimaterials.
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