- Sun Nov 30, 2014 5:31 pm
#384110
Hi Mihai,
some comments to questions you raised in this thread:
@barn doors: (on Spotlight Emitters): I think the Emitter GUI is still pretty clean, compared with the count of parameters
in a normal mxm. Setting 4 values which only appear when a specific sub-type of emitter is chosen should be in order, I would not
wish to see this in the Texture-Editor.
It generally was nice if the implementation allowed for creation of custom (user created + Maxwell specific) GUI Widgets in host
applications, so that manipulating a Light Cone or barn doors would drive values in the Material Editor and vice versa.
@udim textures
Nice! While I have no practical work experience with this kind of textures yet I feel that putting them to the Procedurals
GUI section is semantically wrong. There's nothing procedural/parametrically defined about them, is there? Apart from
being the wrong place the Procedurals workspace might feel unnescessarily convoluted + many Plugins don't have the
MW-Procedurals workspace built in yet – consequently also no access to Multi Tile Textures.
Wasn't there a way to simply use the application File Open dialog for this purpose and a way for Maxwell to sniff out Udim,
in the way Photoshop recognizes image sequences at import time? That appeared much more workable to me, as one
otherwisely had to enter the Procedurals workspace for every single channel map one wants to populate (as there's several
maps for every channel). Of course there needed to be a place to set up Udim Preferences, there could be dedicated
button in the File Open dialog as well.
@render zones:
Again a very nice feature. Here I rather have a question. Is there also a simple way to define these zones while the
rendering in question is already running?
some comments to questions you raised in this thread:
@barn doors: (on Spotlight Emitters): I think the Emitter GUI is still pretty clean, compared with the count of parameters
in a normal mxm. Setting 4 values which only appear when a specific sub-type of emitter is chosen should be in order, I would not
wish to see this in the Texture-Editor.
It generally was nice if the implementation allowed for creation of custom (user created + Maxwell specific) GUI Widgets in host
applications, so that manipulating a Light Cone or barn doors would drive values in the Material Editor and vice versa.
@udim textures
Nice! While I have no practical work experience with this kind of textures yet I feel that putting them to the Procedurals
GUI section is semantically wrong. There's nothing procedural/parametrically defined about them, is there? Apart from
being the wrong place the Procedurals workspace might feel unnescessarily convoluted + many Plugins don't have the
MW-Procedurals workspace built in yet – consequently also no access to Multi Tile Textures.
Wasn't there a way to simply use the application File Open dialog for this purpose and a way for Maxwell to sniff out Udim,
in the way Photoshop recognizes image sequences at import time? That appeared much more workable to me, as one
otherwisely had to enter the Procedurals workspace for every single channel map one wants to populate (as there's several
maps for every channel). Of course there needed to be a place to set up Udim Preferences, there could be dedicated
button in the File Open dialog as well.
@render zones:
Again a very nice feature. Here I rather have a question. Is there also a simple way to define these zones while the
rendering in question is already running?


- By Andreas Hopf