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PostPosted: Tue Nov 22, 2011 4:29 am 
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Joined: Tue May 17, 2011 3:55 am
Posts: 32
Location: New Zealand
Hi,

Just curious how things are working with particles in Maxwell. My scene has objects filled with particles and I've switched those particles into spheres. I applied a Maxwell shader to them and all works. Now trying to hide those from camera or GI isn't possible as there is no Maxwell Render option on the particleShape. Will this be implemented? Applying any sort of image on the maxwell shader applied to the particle spheres crashed maxwell except on the reflectance 90, any reason?

In order to try and get around that I used those particles and a sphere and created an instance. This made the scene heavy but manged to export out one set of particles. In the end there were a little over a million faces with all the instanced geometry in the scene and the export took about 40 mins a frame. When the particle spheres were exported the export was a normal speed but the instanced sphere on the particles was much longer, how come? On the other hand all rendering capabilities were fine with the instanced spheres :)

Cheers,
B


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PostPosted: Tue Nov 22, 2011 10:36 am 
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Joined: Wed Oct 18, 2006 8:20 am
Posts: 1824
We'll add support for object flags on the particle objects. It's an oversight, thanks for spotting it.

Maxwell particles don't support UVs at the moment. I don't know what the plans are here, I'll talk to the people in charge. Anyway, it shouldn't crash when textures are applied, that's a bug which will be addressed.

The slow export for instancers is a silly thing which I've just fixed, we'll release a plug-in update soon.


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