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 Post subject: Maxwell for Rhino 2.7.0
PostPosted: Tue Jun 19, 2012 2:38 am 
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Joined: Wed Nov 16, 2005 3:02 am
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Location: desk #861
Maxwell for Rhino
Version 2.7.0 Release Notes

Changes

  • This build adds support for the Maxwell Grass extension
  • Added new 'Extensions' pages in Scene and Database Managers.
  • Texture Editor is once again independent from the Material Editor.
  • The Output page now more closely matches current Studio.
  • Disabling Maxwell Fire no longer clears the rendered image.
  • Added new Maxwell_MakeMaterialsUnique command.
  • Cut/copy/paste material components using CTRL+X/C/V.
  • RefreshAllTextures now invalidates texture thumbnails.
  • Import .SKY file dialog now remembers its previous path.
  • MXM References are cleared when rendering in Maxwell Fire.
  • The plugin now explicitly checks for cycles in MXM References.
  • Added support for Hide-from-x attributes on block instances.
  • Added new Reset Render Properties button in Object Properties.
  • Added Load/Save Plugin Options commands in Options page.
  • If an MXM-Linked material is modified, it gets an orange border.
  • You can now update linked MXMs from the Materials list.
  • Added new Network options (Start Node/Manager, bind to IP).
  • Solved issues with an NVIDIA (perhaps Optimus-related) driver.

Fixes

  • Texture preview was being scaled incorrectly in Real Scale mode.
  • Material Conflict dialog was not respecting the 'repeat choice' option.
  • Displacement node could be incorrectly hidden when reading MXMs.
  • Maxwell_ExtractMaterials produced duplicates in some cases.
  • Show Sun in Viewport feature was broken.
  • Emitters were being read/written incorrectly.
  • Values could sometimes be initiailized incorrectly.
  • MXM & IES paths were considered invalid when empty.
  • Material thumbnail text could remain unset in some cases.
  • Vector displacement UI did not allow negative Scale values.
  • Default colors were not loaded when running Rhino 5.0 x64.
  • The plugin could crash when reading certain MXI files.
  • Changes to IBL textures were causing Material Editor updates.
  • Same-name layers could present a problem under Rhino 5.0.

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PostPosted: Tue Jul 10, 2012 11:30 am 

Joined: Mon Jan 16, 2006 1:44 am
Posts: 1033
Location: Zürich
Hi Jeremy

Thanks for the update. The new grass tool is great! Looking for more extensions to come :)
I have one question concerning the texture editor. Why did you make it independent again?
I really liked the compact, integrated version. Also because it saved some mouse clicks that are now necessary again.

And I have one issue, that is irritating me from time to time: I sometimes come across materials that have textures assigned to them, but they are all not activated (switched off).
I think this might be due that the plugin was not able to find the textures at one time, due to a disconnected network drive (If you open a material with missing textures, all textures are turned off). I think, when you save the file and open it again at a later time (with the textures being available again) they remain switched off. This can cause some mess, since I sometimes only deactivate textures in materials instead of deleting them, so I would be able to activate the texture again. But with that issue I am not able to tell which textures were activated and which ones weren't. Maybe that could be changed for the next release?

Cheers,
Kami


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PostPosted: Tue Jul 10, 2012 5:50 pm 
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Joined: Wed Nov 16, 2005 3:02 am
Posts: 7586
Location: desk #861
Yes, I knew breaking the texture editor back out could be controversial, and I can't say that I really like it myself. The main reason it was done is that you now need to be able to edit textures both in materials and in extensions; the alternative is giving the extension editor its own texture editor, and for various reasons, I chose this route, rather than that one. I'm not yet convinced whether it should stay this way or not.

On missing textures being disabled if they cannot be found, I thought this was previously the case, but had been addressed -- so I'll look into it and see what I can do.

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PostPosted: Tue Jul 10, 2012 6:06 pm 
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Joined: Fri Mar 30, 2007 12:22 am
Posts: 1241
Location: Giedi Prime
i like the new texture panel.. very nice because one can keep the mat editor as small(wide)as possible but still preview textures in big scale.

my vote goes for keep! :)

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PostPosted: Thu Jul 12, 2012 9:31 am 

Joined: Mon Jan 16, 2006 1:44 am
Posts: 1033
Location: Zürich
HI Jeremy
It could as well be fixed. I've noticed this issue a while ago, but never reported it, I think. I thought I've came across it lately but this could as well have been an older file.
Concering the separate texture editor, I understand your intentions and think that it might have some adventages as well as disadventages. So I hope I'll get used to it as well. :)
Cheers, Christoph


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