By pluMmet
#167506
jeffpatton wrote:I can't even get a simple plane to render without:
"Error: UVW channels (1) on object "plane01" not enough for material "boards-01"

I've tried changing the projector map on just the bump, on just the diffuse..and then on both. No combination will render.

So, what's the secret projector combination needed to get this thing to render a simple textured plane. :roll:
I'm not anywhere near my 'puter. This is however what I suggest:

Start new Material> Use reflection (refraction I forget what it's called :( ) only just that channel and when you load the map change the projector to 1.

Test...

If that goes well add another uvw map to it and change the spinner to channel 2 add your bump them in Maxwell set the projector to 2

Test...

That's all I have right now.

Frances- In order to get things working for you I believe that this will fix your problem:

Before applying any textures to an object apply a uvw map and set it up as you wish. Then in the modifer stack where it shows the uvw maping modifer copy and paste 1 or 2 more but change them to channel 2 and 3. When you get the texture looking right (with that uvw setup) any further mapping on other channels will not "mess anything up."


I won't be online for a while maybe until tommorow @ 4:00 am -5GMT but I hope that will do.

good luck!
By jeffpatton
#167529
Thanks Eric. That helped me get this working.

In Max I have to add a uvwmap channel for each .jpg file used in a .mxm file. So if the .mxm file has 5 maps with 1 to 5 projector channels, the 3dsmax object also needs 5 uvwmaps with 1 to 5 map channels...

It works now....but oh my gosh what a workflow.
User avatar
By Fernando Tella
#167540
jeffpatton wrote:Thanks Eric. That helped me get this working.

In Max I have to add a uvwmap channel for each .jpg file used in a .mxm file. So if the .mxm file has 5 maps with 1 to 5 projector channels, the 3dsmax object also needs 5 uvwmaps with 1 to 5 map channels...

It works now....but oh my gosh what a workflow.
But you can have five maps with one channel and one uvw map if all maps can be managed with one uvw (usually diffuse maps and bump maps are used this way). It's just like in max.
User avatar
By Frances
#167548
Fernando Tella wrote: But you can have five maps with one channel and one uvw map if all maps can be managed with one uvw (usually diffuse maps and bump maps are used this way). It's just like in max.
That hasn't been my experience. How do you get this to work?
By GM5
#167552
Hmmm... sounds like it might be a good idea to wait for the max update before I install 1.1.

-Greg
User avatar
By Fernando Tella
#167583
Now I have a material with two maps: green ground for a paddel court and its greyscale bump map; both with projector number one inside the same material. In max I have the box for the ground and one uvw map modifier just as it is applyed but resized (map channel 1).
It works here.

Apart from this: I've found that the uvw map generated when you create primitives in max if you have checked the box "generate mapping coordinates" works with maxwell. Great!
By jeffpatton
#167676
Ahh, you're correct Fernando. Thanks. I tried that before and I guess I simply failed to change ALL the projector numbers. I made sure they were all set to 1 this time and it rendered without a problem.
By pluMmet
#167689
jeffpatton wrote:Thanks Eric. That helped me get this working.

In Max I have to add a uvwmap channel for each .jpg file used in a .mxm file. So if the .mxm file has 5 maps with 1 to 5 projector channels, the 3dsmax object also needs 5 uvwmaps with 1 to 5 map channels...

It works now....but oh my gosh what a workflow.
As far as what Tom said it's just the bump channel that needs to be a seperate channel/projector. So you should be able to get away with just 2 copied uvw channels.

Channel/projector 1 for everything except bump and 2 for just bump. Any additional mapping would be for stuff like tattoos or stickers.
User avatar
By michaelplogue
#167741
So why is NL releasing a plugin with a 'known' serious bug... ?????

Let's get it together guys! There was no pressure from us low-life consumers this time around..

Why the major f**k up this time around???

How's about pulling your collective heads from your a$$es!
User avatar
By Fernando Tella
#167853
This is not a bug IMO. They just changed the default number for the projectors to where it should have been in the beginning. Now the problems are with the old materials that where made to match the old projectors count. Just change the materials and it will work.
By pluMmet
#167861
Fernando Tella wrote:This is not a bug IMO. They just changed the default number for the projectors to where it should have been in the beginning..
I'd call it a bug. Extra uvw channels are for a reason other then having to have copies of the exact same uvw just to get a material working.

Check out what this guy says at the bottom of this thread: http://www.maxforums.org/thread.aspx?TID=386236&P=4
That's what extra channels are for.

I guess NL had a self imposed deadline of the 4th as a lot of their customers were home? Shame on them for doing it to themselves.
Last edited by pluMmet on Thu Jul 06, 2006 12:04 pm, edited 1 time in total.
User avatar
By Fernando Tella
#167862
That's how channels are working here. :? I'm managing several maps with the same projector; don't have to duplicate projectors.
By pluMmet
#167922
Fernando Tella wrote:That's how channels are working here. :? I'm managing several maps with the same projector; don't have to duplicate projectors.
Cool...And the bump? Same uvw mapping? And same projector?
User avatar
By Fernando Tella
#167926
pluMmet wrote:
Fernando Tella wrote:That's how channels are working here. :? I'm managing several maps with the same projector; don't have to duplicate projectors.
Cool...And the bump? Same uvw mapping? And same projector?
Yes, same projector and uvwmap for bump.
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