Maxwell Render

Maxwell Render Information Repository
It is currently Mon May 20, 2013 12:52 am

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 4 posts ] 
Author Message
PostPosted: Wed Nov 19, 2008 6:33 pm 

Joined: Sun Apr 10, 2005 7:12 pm
Posts: 770
Location: Mindspace
Here's more texture fun...

The individual component has a valid Maxwell material - "shiny metal" (I know, my names for textures are very descriptive).
Image

I added this SCREW to a PART file (FEMUR3) - not an assembly. Why? SW will not let you replace a part in an assembly that has in context relationships. So, my workaround is to add the new PART (screw) to the target existing PART (FEMUR3) in the assembly. On a rebuild all the PARTS in the PART file are there. Now, just to complicate things further I do a "circular pattern" of the screw in the PART file. As you can see the "parent" screw comes out with the "shiny metal" but the rest are a default diffuse material.
Image


Should the material carry through to all parts?

_________________
The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" but "That's funny ..."
Isaac Asimov


Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 19, 2008 7:11 pm 
User avatar

Joined: Wed Nov 16, 2005 3:02 am
Posts: 7564
Location: desk #861
What happens if you just apply your material to each pattern feature when you're in the assembly? Or, in the FEMUR3 part? I couldn't say exactly how the issue relates to the pseudo-subassembly workaround you're using, but as far as the plugin knows, there is simply no material data found on those bodies. There might be a clue in the fact that you're using this method to work around a SW limitation in the first place - it might be limited for a reason.

_________________
Next Limit Team


Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 19, 2008 7:40 pm 
User avatar

Joined: Wed Nov 16, 2005 3:02 am
Posts: 7564
Location: desk #861
Okay, I am looking at this, and here's what seems to work/not work, and where:

1. applying material to the screw (Body) in the part file itself will not work, once you're in the multi-body part file
2. applying material to the pattern (Feature) in the multi-body file will not work, neither in the multi-body part file, nor when you get into the assembly
3. applying material to each screw (Body) in multi-body file will work, either when you're in that file, or when you get into the assembly
4. applying material to each screw (Body) in the assembly file will work

So if your primary goal is using a multi-body part consisting of a pattern of these screws in an assembly, you should assign your material to each screw in the multi-body part file. You can change it later, either from the context of the assembly, or by going back into the multi-body part file.

_________________
Next Limit Team


Top
 Profile  
 
 Post subject:
PostPosted: Wed Nov 19, 2008 7:57 pm 

Joined: Sun Apr 10, 2005 7:12 pm
Posts: 770
Location: Mindspace
Thanks very much JD. I did the same thing (went into the multi-body part and assigned the material there). That seems to work fine.

Thanks again!

_________________
The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" but "That's funny ..."
Isaac Asimov


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 4 posts ] 

All times are UTC + 1 hour [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group