Mihai Iliuta wrote:But to me it seems logical that if Maxwell can read the tiling info sent by the host plugin (and obviously it has to), then it shouldn't be such a stretch to also be able to modify this tiling info from within Maxwell.
To manipulate maps etc. you "only" have to show a list of materials. To show tilings you have to show the whole object tree, which requires a lot more interface.
Additionally the geometry might not even be a tree anymore in maxwell, but just a list of objects. After all, the MXS file is optimized to serve the renderer.
To be clear: I don't have a problem if this would be possible. However, I certainly would not classify that as a requirement.
I have a general concern with manipulating settings in the renderer anyway: You can't automatically feed the changes you made back into the host app.
So all the changes you make here have to be doubled in the host. Why should we go through all this trouble just to avoid running the host and the renderer side by side? I don't buy it. Mistakes should be corrected where they happen in the pipeline, so a wrong tiling should IMO fixed in the host app. Your mileage may vary - as I said, as long if this is an option, I don't have anything against it.
IMO there should be basically the functionalities in the Maxwell workflow:

The Maxwell Material Designer to build NMM libraries, set advanced settings and design new shaders. This is not for the faint of heart and many users won't touch it. Additional tools like the HDRI->MXI converter could be placed near it.

The Maxwell Plugin, that assigns NMMs and the other Maxwell tags, allows to set some user options (maps, colors, whatever the NMM's designer had in mind) and has the option to save out new NMM variants to the library. It also exports the scene to an MXS and starts the renderer

The Maxwell Render, that renders the MXS and puts out an MXI. As a bonus it could render out material previews in a faceless background mode to support material preview in the Maxwell Plugin.

The Maxwell Converter, which converts MXI -> TGA/TIFF/HDRI/JPG. Beyond simple conversion it allows to use postrender controls like ISO setting, Vignetting compensation or gamma control.
This does not neccessarily mean that it's all in one app, though it would have some advantages (ie. material manipulation in the renderer might be easier if the NMM Designer is in the same app).
Kabe