All posts related to V3
By kami
#376179
When you have a wrong texture path in any of the MXS references you use in the scene, it is almost impossible to narrow this down, if there are a lot of different MXS used. Maxwell shows you the path and the material name of that texture, but it does not say in which MXS the error is found. So you have to check every MXS individually to fix this. Could that be added in the next update?
I'm working on a project I started with v2 and there are some v2 textures used (out of the c:\...\material library) which don't work anymore because I uninstalled that folder ... I have 10 different MXS now, so I'm just going to check all of them. But imagine having 20 or 30 different MXS ... :)
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By polynurb
#376190
:idea: i have had these kind of trouble often.... now there is a folder on my network drive "OriginalTextures" in which i put all the stuff that is missing in a scene and i set it as alternative path in net render.
By kami
#376381
polynurb wrote::idea: i have had these kind of trouble often.... now there is a folder on my network drive "OriginalTextures" in which i put all the stuff that is missing in a scene and i set it as alternative path in net render.
So you do a search for the missing texture file and put it in this folder afterwards? And then add this folder every time you launch a render in the network render interface? Sounds like a lot of manual work ... :(
JDHill wrote:Before trying to edit 10 MXS files, you might also consider recreating the old Maxwell 2 materials database folder as a symlink to the new Maxwell 3 one.
I did consider this, but the problem is, I would have to create that link on every machine in our network for network renderings. Going through all the MXS was faster ...
My favourite strategy would be to fix that wrong texture in the mxs. For that I would just need an error message with a little more information (because I'm pretty sure the software knows in which MXS the texture is missing, it is just not giving me that information).

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