Everything related to Maxwell Render and general stuff that doesn't fit in other categories.
By ystmrk
#147112
xyz color emitter does't work in standalone material editor and M‾R studio.

powemac dual G5 2Ghz 2.5GB-RAM
MacOSx 10.4.6
By makeArchitecture
#147115
What does "xyz" emitter mean?

Wm
By makeArchitecture
#147118
How do you use it?

Forgive my ignorance, I am just an architect in need of some renderings...

I am familiar with temperature when it comes to color settings for computer monitors and color correction/color matching work.


Are you making color temperature settings (RGB settings) for the background light? or just lights in general?

And do you know how to fix this error message?

I get an error message when I try to render this...

>> Checking Data...
>> Loading Bitmaps & Preprocessing Data...
>> Error: UVW channels ( 1 ) on object "ADDITION-SIDING.1" not enough for material "Board-NewBright_4x4"

Cheers,

Wm
By ystmrk
#147119
xyz have more spectral information than rgb.
( but color picker is not enough ... i want spectral picker in the m‾r white paper. )
I want to use XYZ for illumination of sports institution. :D


I have not watched the message.
Is it a problem of UV?
m‾r studio created UV-projectors automatically when import.
but they are sometimes broken.
Otherwise,Texture ( bit range or format ? ) when it imports ?

I try glare with apertune png image every crash.
( bmp, tiff and tga working )
By makeArchitecture
#147121
Gotcha. Interesting. I learned something about light.

I am using a material that NL made: Limestone.

Here's the file:

http://www.makearchitecture.com/images/ ... /test1.zip

I am working with materials first.

I have yet to add lights. I don't quite understand how they work yet.

I get that error message.

How do you apply materials to your objects?

Cheers,

Wm
By ystmrk
#147122
my easy workflows for testing. :D
( I use m‾r studio because I can't use direct render with plugins. )

1. I create mesh and UV in modo103 , maya7, lightwave8.5 or sketchUp5 Pro.

2-a. export OBJ from modo or MXS with export plugins.
2-b. I make mxm materials from LW or maya, SU.
( It's easy texture handling than m‾r material editor. )
2-c. If it is necessary, export mxm materials.
[ mxm materials for material ( lighting model ) and emitter ( light source ) ]

3-a. import OBJ or open MXS.
3-b. Projector created automatically each model. check them on viewport with texture decal mode.
3-c. If they are broken, I'll make some new UV-Projector in studio ( It's hard ) , or re-Import Mesh.

4-a. materials are applied when import MXS.
4-b. if scene have only Mesh : import or make mxm materials and drag Object List or Triangle Group List.
4-c. edit mxm materials ( ex. LW mateaials is not enough to m‾r materials )
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