Maxwell Render

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PostPosted: Tue Jan 11, 2011 7:41 pm 
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Speed mostly; it gets complicated to explain, but it is (sometimes much) faster if you just use the normal Rhino render meshes.

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PostPosted: Thu Jan 13, 2011 3:18 pm 

Joined: Mon Jan 16, 2006 1:44 am
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kami wrote:
Once you hit Maxwell_RestoreViewport, everything is looking good, also if you change the tiling afterwards.


I'm not quite sure if this statement is really true. Lately real scale doesn't even work if I restore the viewport ... It is still all applied as if there was only surface mapping.


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PostPosted: Thu Jan 13, 2011 3:26 pm 
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In that case, I'd double check the Channel values you are using in your textures -- Real Scale will only be enforced on Channel 0. If that's not it, can you supply a sequence of steps by which I may reproduce the issue using the scene you uploaded in your previous post?

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PostPosted: Tue Jan 25, 2011 4:21 pm 

Joined: Tue Jul 27, 2010 2:08 pm
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I find a error of plugin, the lock is invalid function on maxwell fire windows, thank!

I am using rhino 5 wip x64 at 18-01-2010.


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PostPosted: Tue Feb 01, 2011 10:50 am 

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Hi JD
Do you have any idea, when a fix for the issue with real scale and per layer assignment will be released?
Sorry for beeing so pushy, but I noticed that this method helped me quite a lot on my workflow.
Thanks, kami


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PostPosted: Tue Feb 01, 2011 4:25 pm 
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You know I never publish any firm dates. :) In the meantime though, if it is so pivotal to your workflow, I would suggest taking the time to go make a request for it on the McNeel newsgroup -- in a perfect world, this would be integrated there seamlessly with the other native texturing functionality.

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PostPosted: Mon Feb 07, 2011 11:15 am 

Joined: Mon Jan 16, 2006 1:44 am
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thx for the update! :)
realscale for per layer assigned materials is working now! only if I add new objects to a layer with a realscale material, I have to use the RestoreViewport command afterwards. (reassigning the same or a different material to the layer does not reactivate realscale for all objects, it only works on the objects that were around when you first assigned the material to the layer). Is this still a little bug, or is there no other way possible?

sorry, I didn't understand what I could request at the McNeel newsgroup?

cheers,
kami


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PostPosted: Mon Feb 07, 2011 4:13 pm 
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I'm not sure -- let me check. It is true that in general you will have to use Restore Viewport more often; for example, if you run Fillet or Scale on a cube you've previously used Real Scale on, it won't automatically be updated when the underlying geometry is changed by the command.

Quote:
sorry, I didn't understand what I could request at the McNeel newsgroup?

I meant, that you could ask McNeel to implement Real Scale directly in Rhino, where it really belongs.

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PostPosted: Wed Feb 09, 2011 12:53 pm 

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okay.
would it be possible then to trigger a restore viewport, every time you hit the render button? of course it'll be unnecessary in some cases, but on the other hand you wouldn't have renders with objects beeing wrongly textured due to a geometry change.


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PostPosted: Wed Feb 09, 2011 4:20 pm 
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Rhino's flexible, so if that's the way you want it to work on your machine, you can easily edit the plugin's Render button in the toolbar so that it executes the Maxwell_RestoreViewport command before it renders the model. You just shift-click the Render button and change its left-button macro from this:

Code:
! _Maxwell_Render
RenderScene

To this:

Code:
! _Maxwell_RestoreViewport
_Maxwell_Render
RenderScene

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