First of all, I would like to ask people who post in this thread to try and see if the question they have hasn't been answered earlier. There are some duplicate questions, I'll answer them again but please try to avoid them in the future so we can spare some time and keep this thread as informative as possible. :)
Values such as 'roughness' or 'bump' are translated with different values from the original mxm files. This happens with the import MXM option.
This will be fixed in the next update.
Now we are using the Max standard camera - but the sooo needed camera correction modifier does not work right now in the render
Which modifier?
Please provide support for Multimaterial and the new arch+design mental ray shaders (translation to .mxm and/or in the render process).
Multimaterials work. There are plans to translate the architectural shaders, but it will take some time so we'll start on that after we're finished with the major features.
What is about the focus options from studio? It is possible to implement them? That would be fine!
This is also on the "todo" list.
Maximum intensity of luminance is restriced again within 100,000
We'll take care of this.
negative bump value impossible.
Fixed for the next update.
Where do i import the KML files from Google earth now!????....
You can't, we haven't had time to (re)implement that. We're going to add it later.
If Maxwell is set to be the default renderer, the "Renderer" tab does not show up in the "render scene" dialogue, when you start up max...minor point i know, but still.
This is going to be fixed in the next update.
Another thing - I can't find the right place to set export paths for alpha/object/material channels...could someone point me in the right direction?
Support for extra render channels is not implemented yet, but they too are scheduled for the next update. However, Maxwell doesn't support setting the output path for individual channels, it simply prepends "z_", "alpha_" etc. to the name of the color image. We could try and support Render Elements and then Max would take care of saving everything in the right place, but then Max would freeze while mxcl is rendering the image. We're still considering which way to go.
The effort is commendable but I have an issue with animations. When you say to render a series of frames it tries to render all 6 frames at the same time instead of rendering them in order.
Animation export is not supported yet, but as we said earlier, we hope to introduce it in an update later this week.
Since the installation of the latest Max plug-in for Maxwell my spinner precision is repeatedly set to 10 decimals in the Max preferences
We tried this on all the versions of Max we support and couldn't replicate the problem. Can you provide more details, like Max and OS versions, if the problem happens after uninstalling the plug-in etc.?
- location and day / time from previous files are not loaded correctly (in app. with plugin)
Environment parameters are not loaded at all when importing an old scene. We'll add this back in when we have time.
- maxwell cameras from previous plugin are not shown in the viewports with new plugin
There are no more Maxwell cameras, they are converted to normal Max cameras when you open an old scene. However, as previously noted, you have to save and reopen the scene for them to show up correctly (this is a Max bug, there's nothing we can do about it).
- field of view of maxwell cameras is not correctly translated
Maxwell will render what you see through the resolution gate (the yellow box if you turn on "show safe frame"). Check out Mike Verta's videos, he explains this stuff and it applies to Max as well.
- export to mxs: only active view is exported (old plugin: ALL cameras were exported!!!)
We can re-add this, but why do you need it?
- export to mxs: for every object (or nearly every) a material will be created!
There was a bug in the first release of the new plug-in that created one material per object when importing an old scene. This bug is fixed now, you will only get it if you have an old scene imported and saved with the first release.
- the memory allocation for maxscript (preference settings) has to be enlarged manually for big scenes with many objects and materials (if you want to load a file created with previous plugin): 128 MB is working (instead of 7,5 MB default).
This is one of the many beautiful things about Maxscript. It happens because of the caustics properties on objects. However, those properties will go away since they don't work properly in the renderer now anyway, and there are no plans to introduce them in the future.
- scenes (Max) will be bigger (size) with new plugin
They store more data now.
- loading and saving scenes in Max with new plugin last much more time
We'll try to see why this is and we'll improve the time if possible.
Using HDR's - the Screen Mapped button functions are reversed.
Fixed for the next update.
When Using HDR's as background (not screen mapped) they appear to be scaled wrong (zoomed in). It's as if the "infinite sphere" that the hdr is mapped to is very close to the camera.
We'll look into this.
Even though you may have the camera locked for the rendering window, if you have another viewport selected (say Top view for example), you get an error.
Fixed for the next update.
Another problem is camera clipplane ,since the last plugin when i create a camera, it has created with near clipplane to 100 cm.
I can't replicate this, does it happen all the time? Does it happen if you uninstall the plug-in?