By mtripoli
#69836
Just a quick render of a toy car... all diffuse... I'll be very happy when we can apply textures (if you can now with the new plugin, I still don't have it working...).

Image

Mike Tripoli
User avatar
By John Layne
#69891
I tried once to apply textures in an assembly with the new plugin with no sucess. I haven't tried again thought I'd wait till the final release was available.

Juan has indicated that textures are working, maybe it's something we are both missing.
By mtripoli
#69910
I tried (in vain) to get textures working... adding some lights to this scene helped a little by adding some shadows to the surface... not the same as a texture...

From what I can tell, you are to apply your texture in the sldprt (or assembly, though I have my issues with doing anything to a part in an assembly...).

Waiting for release 1.0...
User avatar
By John Layne
#69913
I couldn't get textures to work in an Assembly either. Mind you I found applying SolidWorks textures in an assembly at the part level, wasn't effective as the SolidWorks scaling of textures is a complete stuff up.

Unfortunately, I'm so busy at the moment I don't have the time to experiment and submit problems to either Maxwell or SolidWorks.

Nice Car!!
User avatar
By juan
#69973
Hi Mike,

where do you want to apply your textures? which are the steps you are doing? You can send me the model to maxwelltech@nextlimit.com to investigate which is the issue. btw we will add more texture control very soon :)

Regards,

Juan
By mtripoli
#70078
Hi Juan,

From SW in the part file, I added the "denim" material (it comes with SW)to the entire body (just as a test). Though I could see it in SW, it had no effect in M~R.

Near as I can tell, in SW, you can not assign to which "channel" the texture applies. I assumed :D that it was applied to all of them, and from the M~R material MAPS you select which one you want the texture to be applied to. This didn't appear to work.

I have never liked the way that SW handles color/textures. In the past (I haven't tried this with SW2006 yet), you could apply a color in a sldprt file. But if you change the color in an assembly, the assembly color has priority. This has had bad consequences for me in the past. Now, I apply color in the sldprt only, and do nothing to it in an assembly.

I feel for you working with SW in this regards. Though I love SW, the way things like this are handled is not very good.

Might I make a suggestion for the SW Material Editor? I like the way that it is handled now. But I would like to see a more "linear" approach in that you create the name, then underneath you set your next attribute, onto the next until you come to the "end", at whcih point you click "write". If you want to change a material after that, you just "go down the list" and hit write again.

One other thing; if at all possible, overwriting the SW color on the screen; if I have a "blue" sldprt, and my M~R material is "green", the window does not update the part with the new color. This is probably a SW problem, and I understand if you do not have the control to change this. A "material preview window...? :D

Also, do M~R materials get "attached" to the sldprt file itself? If I have a part that has been assigned m~R materials, and bring it into anassembly, do the M~R materials "come with it" or do I have to assign them all in an assembly?

All in all, I am thrilled with the prospect of where this is going with SW/M~R. If we only could do animations (light intensity envelopes and such) from within SW, it would be incredible... :D :D :D

Thanks very much!

Mike Tripoli
User avatar
By juan
#70121
Hi Mike,
mtripoli wrote: From SW in the part file, I added the "denim" material (it comes with SW)to the entire body (just as a test). Though I could see it in SW, it had no effect in M~R.
Yes, Maxwell does not get the SW materials. Maxwell needs its own types (as in the rest platforms).
mtripoli wrote: ...you can not assign to which "channel" the texture applies. I assumed :D that it was applied to all of them, and from the M~R material MAPS you select which one you want the texture to be applied to. This didn't appear to work.
At now the handling of sw textures in Maxwell is complex. To apply a texture to the bodywork of your car first apply a SW texture to the entire bodywork . Then you should create a maxwell material and check enable one channel ( mainly the diffuse or the bump channel ). THen apply this material to the bodywork (the wheels, lights,.. must have other materials applied, not the same). It does not work properly at tthe face level but it must be working on bodies and components. Once the Maxwell app is launched, you can check if a bitmap has been loaded in the scene data tab.

mtripoli wrote: ...I would like to see a more "linear" approach in that you create the name, then underneath you set your next attribute, onto the next until you come to the "end", at whcih point you click "write". ...
Thank you for the suggestion, you will see huge improvements with the release. ;)
mtripoli wrote: One other thing; if at all possible, overwriting the SW color on the screen;
It is possible now, in the "material display" group you have an option to apply maxwell aspect to the model, it works in that way, if you get some issues with it, please let me know.
mtripoli wrote: Also, do M~R materials get "attached" to the sldprt file itself? If I have a part that has been assigned m~R materials, and bring it into anassembly, do the M~R materials "come with it" or do I have to assign them all in an assembly?
At now the materials are not attached to the sdlprt, they are saved in a separately file that you can use in other scenes. But we look foward making the integration level as high as possible and we will improve this area too.

Cheers,

Juan
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