Well, if you are trying to mix explicit mappings with Real Scale, you will probably find some strange things going on - you should let the plugin manage things (really, with the rotation params available, you shouldn't need any explicit mappings - rotation works with multi-selection, so it's probably many times quicker than trying to use Rhino mappings anyway) on its' own. Point-by-point...
- Can't ever get the viewports to show the texture properly. Its showing something, but nothing close to what the texture actually looks like. If I were guessing it looks like a massively blown-up version of the texture, with only some vague patterns. To be precise this texture is a teak deck with seams. The seams never show, and some weird texture is shown that seems to rotate with rotating the viewport...
Rotating with the viewport seems pretty strange, there's no code in the plugin that would try (or be able to) do anything like that. Huge tile-sizes could be observed by enabling RS with a Channel other than 0 - the calculation of RS tile-size involves a scaling which is inverse to that of a non-RS texture. What you're describing here seems to be something other than this though.
- It may be because we have been messing with the textures for too long now, but it feels like when we change some properties of a surface it changes the mappings on other surfaces (or at least changes the rendered scale and direction of the materials)
When you say 'change some properties of a surface', I assume you mean you're tweaking an explicit Rhino mapping - RS in 1.7 works completely separate from any explicit mapping. Up til then I was attempting to go into existing mappings and modify them to get RS-sizing...this proved pretty much impossible due to the way that Rhino mappings get scaled/transformed when the objects they act on are modified. Therefore, the clear road with RS is: Channel = 0, no explicit mappings, rotation using Maxwell Object Properties. Doing so should get you very consistent RS textures.
- We've been playing with the direction of the textures using UV direction in Rhino - it looks like this may have been a mistake and that we should use the rotation in the Maxwell properties windows - our bad - this has lead to weird scaling issues...
See above, regarding explicit mappings. Feel free to send me your file and I'll tell you exactly what's going on there. If you feel like it, I recently put together a tutorial on this:
http://think.maxwellrender.com/maxwell_ ... e-134.html. Just let me know if it's any good or not.