- Mon Oct 05, 2009 5:46 pm
#310639
Version 2.0.23
- added support for dragging images from outside 3dsmax or dragging standard bitmap nodes over the maxwell bitmap nodes (request)
- added the SSS and Metal wizards (request)
- updated the car paint wizard to match MXED
- added support for editing embedded materials with MXED (request)
- lowered the minimum preview render time to 10 seconds (request). However, the engine doesn't support the lower limit yet, so it won't work until the next Maxwell update.
- changed the default for IBL screen mapping to off
- the preview image is read/written when importing/exporting a material as MXM
- when importing a MXM, the plug-in looks for missing textures in the Maxwell material database directory and in the Max user-defined paths (report)
- fixed: monochromatic colors (grays) caused problems in the car paint, satin and velvet wizards (report)
- fixed: start-up crash when the viewport was using OpenGL or DirectX 10 (report)
- fixed: range for IBL offsets (report)
- fixed: clearing the layer opacity texture didn't work (report)
- fixed: red exclamation sign (modified marker) on the preview image of newly created materials
- fixed: the shutter angle camera parameter remained disabled when the rotary shutter option was checked (report)
- fixed: if the plug-in can't find a texture when it's importing a MXM, it should leave the path as it was in the file (report)
- fixed: some HDR files were displayed incorrectly when the environment preview was activated
- Transparency is not supported for the viewport preview of Maxwell materials.
- The state of the BSDFs is not taken into account by the preview code; disabled BSDFs are still drawn.
- Diffuse lighting in the high quality viewport is wrong. This is most noticeable with bright environments like the physical sky.
- Layers with no BSDFs draw garbage in the viewport.
- The high quality viewport preview uses the reflectance 0 - 90 ramp from Maxwell 1.7, so it doesn't match what 2.0 is producing.
- In the high quality viewport, bright spots from the environment (e.g. the sun) appear square with sharp edges in glossy reflections instead of round and fuzzy.
- Switching from Maxwell to another renderer can crash Max. As a workaround, try switching first from Maxwell to Scanline, and then to the desired renderer (if it's not Scanline, obviously).
- Bitmap preview window with interactive feedback for color correction, like MXED has.
- Lightweight instances (proxies) to allow placing a large number of instances without impacting viewport performance.