#343491
Hi everybody
In Cinema4D Render (or VrayforC4D also) you can add more than one material per object an mix them together.
For example: I create two materials, one as a base and a second one with a label or logo. On that material, only the logo is visible, the rest is cut away with an alpha map.

Then I can simply ad both materials to the object and logo will show up on top of the base material.

Is it possible to do this with Maxwell Materials too?
#343493
It's possible, but it doesn't work the same way -- the way to do what you want is not to try to use multiple materials (you can't), but to use multiple layers within a single material. A layer in a Maxwell material can be clipped using its opacity/mask texture.
#343495
Hi Jeremy :)
Thanks for the answer.

Hmm well yeah I know the layer method, but it has a downside in comparison to multiple materials:
It's much more tedious to place the textures exactly that way because one texture tag has only one mapping method that applies to the whole material of course.
So it's much more complicated to place a logo exactly where you want it and also have the base texture exactly like you want...
Know what I mean?
#343501
Yes, I understand, but until Cinema's texture tag allows for multiple sets of UVs, I don't think there are too many ways around it, given how the two material (i.e. Maxwell vs. Cinema) systems relate to one another. It would also work for Cinema to allow materials to be directly attached to objects, and then allow multiple texture tags be attached to those materials.

For the time being, what I may try is to allow you to attach multiple copies of the *same* material to an object, where if you attached it twice, textures in the material which used channel 0 would use the UVs of the texture tag of the first one, while textures which used channel 1 would use those of the second. And so on, for more copies and higher channels.
#346425
I have implemented the above idea in 2.5.1.9. It is explained in the manual on the Texture Editor page, since it deals with texture Channels. Basically, it works exactly as I suggested above, where you implement multiple UV sets by putting multiple texture tags with the same material next to one another on the object.

In the future, I may re-do this using an additional Maxwell material type, which will basically just reference the material of the texture tag it is placed behind; UI-wise, I suppose it would probably consist of a drop-down which allows you to select different textures present in the material it references, so that you could see what you're doing with the UVs (of course, as it is currently, the material only knows how to show one of its textures at a time, so you'll have to switch between them in the material itself).
#348670
JDHill wrote:...but until Cinema's texture tag allows for multiple sets of UVs, I don't think there are too many ways around it
Hi JD,
as far as I know, if you have multiple UV tags and multiple texture tags, all you have to do is place the UV tag to the right of the texture tag you want it to use.
e.g.
Image

Can Maxwell deal with more than one texture tag as a renderer?
The reason I'm asking is that I'm in the process of upgrading from V1 and I would like to know the limitations to make a sane choice.

Thanks
T
#348671
Can Maxwell deal with more than one texture tag as a renderer?
The unreleased 2.5.1.9 build linked at the top of this forum introduced this ability, though it has a bug related to multiple UVW tags. That issue will be fixed in the next official release. How it works is that you place multiple texture tags referencing the same material on your object; UVs for the first tag are used as texture channel 0, in the second as texture channel 1, and so on.
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