- Mon Feb 19, 2007 5:54 am
#210669
http://www.blender.org/development/rele ... ender-243/
True mesh displacement mapping.
Retopo. Preserve mesh shape whilst changing topology.
Two perspective rendering.
Render passes.
Multi resolution mesh display.
and much much more.
Not bad for a totally free product.
Tim.
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3DSMax and Maya layout and icons!:- http://www.blendernation.com/2007/04/16 ... ith-icons/

Maya to Blender hotkey translator:- http://www.blendernation.com/2006/10/03 ... ranslator/

Lightwave to Blender hotkey translator:-
http://blendernewbies.blogspot.com/2006 ... troke.html

Blender hotkey list:-
http://allhotkeys.com/blender-3d-hotkeys.html

User interface standard proposal for Blender, with documentation regarding why Blender looks and works as it does:-
http://wiki.blender.org/index.php/UserI ... dsProposal
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Blender to Maxwell scale scene:- http://www.4shared.com/file/6366911/54a ... scale.html
This .Blend file includes a simple cube, which when exported as an .OBJ file, will measure 1meter x 1meter x 1meter, when imported into Maxwell Studio. The grid is also set up for accurate real world scale modeling, with 1 grid unit equal to 1m.
Quick Blender to Maxwell workflow:-
Model and UV map in Blender, rotate model 90' along the X axis and export as an .obj.
My .OBJ export choices for optimum intergration with Maxwell render:-

If the 'Normals' button is not pressed, it will not be possible to export any mesh smoothing applied to your objects. This can be useful for un-smoothed clay renders, but not for beauty renders.
Selecting 'Material Groups' instead of 'Objects', will retain objects as seperate entities when imported into Maxwell Studio. If you assign materials in Blender before export, the material names are added to the opbject names when exported.
This is very useful for assigning MXMs (Maxwell materials), to the correct mesh objects.
You can use .3DS, .LWO and other mesh formats if you prefer them to .OBJ.
The two most important factors with Blender and Maxwell are:-
1>. Scale. - Maxwell will not give correct lighting solutions and incorrect DOF, if the scene scale is wrong.
2>. Converting your mesh to triangular faces before export. - If you don't triangulate your mesh objects before export, Maxwell Studio will have display issues and will leave holes in your mesh. Re-export from Blender with the 'Triangulate' button pressed, or CTRL+T in edit mode.
Blender materials will not import into Maxwell. Only the names of your Blender materials will be used. All material work, including primitive UV mapping if needed, can be done once your model has been imported into Maxwell Studio.
Camera lens tutorial:- http://www.free-webspace.biz/sonix/Maxw ... orial.html
For hotkey list use the Help menu in Blender and select 'Hotkey and mouse action reference.'
Tim.
True mesh displacement mapping.
Retopo. Preserve mesh shape whilst changing topology.
Two perspective rendering.
Render passes.
Multi resolution mesh display.
and much much more.
Not bad for a totally free product.
Tim.
_____________________________________________________________
3DSMax and Maya layout and icons!:- http://www.blendernation.com/2007/04/16 ... ith-icons/
Maya to Blender hotkey translator:- http://www.blendernation.com/2006/10/03 ... ranslator/
Lightwave to Blender hotkey translator:-
http://blendernewbies.blogspot.com/2006 ... troke.html
Blender hotkey list:-
http://allhotkeys.com/blender-3d-hotkeys.html
User interface standard proposal for Blender, with documentation regarding why Blender looks and works as it does:-
http://wiki.blender.org/index.php/UserI ... dsProposal
_____________________________________________________________
This .Blend file includes a simple cube, which when exported as an .OBJ file, will measure 1meter x 1meter x 1meter, when imported into Maxwell Studio. The grid is also set up for accurate real world scale modeling, with 1 grid unit equal to 1m.
Model and UV map in Blender, rotate model 90' along the X axis and export as an .obj.
My .OBJ export choices for optimum intergration with Maxwell render:-

If the 'Normals' button is not pressed, it will not be possible to export any mesh smoothing applied to your objects. This can be useful for un-smoothed clay renders, but not for beauty renders.
Selecting 'Material Groups' instead of 'Objects', will retain objects as seperate entities when imported into Maxwell Studio. If you assign materials in Blender before export, the material names are added to the opbject names when exported.
This is very useful for assigning MXMs (Maxwell materials), to the correct mesh objects.
You can use .3DS, .LWO and other mesh formats if you prefer them to .OBJ.
The two most important factors with Blender and Maxwell are:-
1>. Scale. - Maxwell will not give correct lighting solutions and incorrect DOF, if the scene scale is wrong.
2>. Converting your mesh to triangular faces before export. - If you don't triangulate your mesh objects before export, Maxwell Studio will have display issues and will leave holes in your mesh. Re-export from Blender with the 'Triangulate' button pressed, or CTRL+T in edit mode.
Blender materials will not import into Maxwell. Only the names of your Blender materials will be used. All material work, including primitive UV mapping if needed, can be done once your model has been imported into Maxwell Studio.
Tim.
Last edited by Tim Ellis on Wed Apr 18, 2007 10:01 pm, edited 4 times in total.
http://emp3d.com
-------------------------------------
Next Limit Certified Training Centre for Maxwell Render.
Maxwell Render Training & consultancy. A-Team tester.
-------------------------------------
Next Limit Certified Training Centre for Maxwell Render.
Maxwell Render Training & consultancy. A-Team tester.




- By Mark Bell