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By choo-chee
#252811
Hello.... where is the "hide geometry" attribute gone ? Now all my emitters are visible !
User avatar
By choo-chee
#252866
someone ...? I can't render any of my scenes :(
and I need to deliver... I'm gonna have to uninstall 1.6 if there's no help availabe, please help me NL team !
User avatar
By Mihai
#252872
When you open the attribute editor for the object, these settings should be under the Maxwell tab: "Hidden from camera".
User avatar
By choo-chee
#252873
nope. Hidden from camera also turns the emitter off and it's not rendered at all. I also tried the MATTE option but the same. the old way was good, why change it ? and it's not working for me (maya 8 32 on XP)
User avatar
By choo-chee
#252877
I tested again. I think it's an issue when you load an old scene to the newer version, since Maya give a pink error saying that some data may be lost. So old emitters don't work for me but I can re-build new ones and set them to "hidden from camera" and it will work. So, only "half a bug". I still think that it's easier to have the attribute available in the shader itself so copying it to other objects is easier. Thanx.
User avatar
By Mihnea Balta
#253111
Hi.

The "hide geometry" attribute which the emitters had was left out when the export code was reorganized to support instances. The same functionality is available by setting "hidden to camera" in the Maxwell Render rollup found on the shape node, as Mihai said. We can bring back the emitter attribute in a future patch if it's important to you.

The problem with emitters not shining light when they're hidden to camera shouldn't be tied to loading old scenes or the warning message about possible loss of data. Does the problem disappear if you re-save the scene with the new plug-in? Could you send me a scene where setting "hidden to camera" turns off an emitter, so I can debug it? If you can, please use this e-mail address: mihnea.balta@gmail.com .

One thing to watch out for is instanced emitters. MXCL doesn't support instanced emitters at the moment, so this might be part of your problem. You can quickly see if that's the case by turning off "use instancing" in the global render options.
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By choo-chee
#253134
thanx, I'll try to shrink the scene and mail you, and I guess that I'll be glad to get the old "hide geometry" checkbox back because it's easy to use the same shader-emitter for different objects. I have scenes with 20 or more lamps that are different objects but with the same shader...

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