Maxwell 3ds Max Update Available with a Scene Converter July 20, 2018 News, Technology 0 Comments 1 Hello everyone, We have an important minor release for Maxwell 3ds Max users - an update with a special surprise 🙂 In this blogpost, you will find an overview of the new features and improvements brought to you. The Maxwell plugins for Autodesk 2015 are now available FREE from the customer gateway. All the latest release notes for Maya, 3DS Max and Revit can be found below. Also keep an eye out for the SoftImage update coming soon. Version 3.0.12 – April 29th 2014. Added support for Maya 2015. Maxwell 3ds Max offers seamless integration, allowing you to work comfortably within the 3ds Max interface. It brings you advanced Maxwell Render technology in a simple, self-contained package. Maxwell is all about quality. This has been our sacred mantra for almost 15 years of development. Check all news about Rebus Render Farm Updates, patches and fixes Keep yourself updated concerning Render Farm News! Maxwell Render Plug-in for 3ds Max Choose your language.
The Maxwell plugins for Autodesk 2015 are now available FREE from the customer gateway. All the latest release notes for Maya, 3DS Max and Revit can be found below.
Also… keep an eye out for the SoftImage update coming soon.
Version 3.0.12 – April 29th 2014
- added support for Maya 2015
- creating a new custom alpha channel adds the currently selected objects to the channel
- added a shelf button which allows custom alpha channel mappings to be edited on several objects at once
- added missing Maxwell scatter parameters
- when a custom alpha channel is renamed, its name is updated in all the scene nodes which were using it
- pack’n’go now copies texture files used by referenced MXM materials, files used by RFRK nodes and file sequences used by animated textures and MXS references
- Maxwell scatter density, scale and rotation maps weren’t exported
- wrong defaults and ranges for scatter variation and rotation parameters
- correlated color emitters were exported as XYZ and vice-versa
- the time input of the sea node was replaced with the default value when loading a scene
- wrong unit for the time of the sea node (frames were passed as seconds)
- incorrect scale and density range exported for Maya fluids
- incorrect displacement presets for RealFlow and Modo
- the plug-in was incorrectly adding the frame number to ABC files used by the RFRK particle node
- realflow BIN meshes were displayed incorrectly in the viewport
- bogus values in the displacement-related dropdowns in the material attribute editor
- incorrect camera target (and therefore DOF) if the linear unit was set to something other than centimeters when the camera was created
- incorrect lighting and normal mapping for objects with Maxwell materials in Viewport 2.0
- MXM import ignored emitter projection textures
Version 3.0.30 – April 29th 2014
- added support for Max 2015
- re-added support for Max 2011
- Max double-sided materials are exported as front/back face materials
- added pre- and post-animation behaviors to referenced MXS nodes
- added controls for selecting the padding and format of MXS sequences
- added region rendering controls to cameras
- added support for hue adjustment to MxBitmap
- MultiScatter instances use the render flags from the original object
- added focus camera button to FIRE window and toolbar
- added the name of the material to the backface material button
- added rotation parameter in MxBitmap
- negative values can be used in the offset attribute of MXS reference nodes
- double clicking a material in the MXS material overrides window selects the material for that override
- added a way to set the MXS reference material overrides from MAXScript
- exposed gsChannelDeep and gsUseGlobalMaterial to the maxwell renderer MAXScript interface
- added global settings for textures
- added use global, mirror X and mirror Y flags to MxBitmap
- increased the limit for the depth channel max depth
- added back the MXS sequence rendering flag
- MAXScript error when loading some scenes with corrupted cameras
- incorrect export of particle flow motion data
- particle flow systems with a dynamic material node were exported with a default material
- crash in the MXS reference object when no material overrides are set
- MXS references didn’t display in the Nitrous viewport
- wrong bounding box for Almebic reference objects
- emitters beneath an IES emitter in the material tree got assigned the same IES file on export
- UV scale wasn’t exported when tiling was off
- material overrides weren’t saved with the proxy object
- crash when previewing some materials
- crash with vray cameras
- IES files were ignored when importing materials from MXM
- Alembic and MXS material overrides disappeared when the mesh was reloaded
- Alembic material overrides were exported improperly
- wrong normals for Alembic objects imported with CRATE
- objects with no name or that only contained numbers in their name were exported incorrectly
- the plugin reserved a license in node mode when the active renderer wasn’t Maxwell
- wrong camera position in FIRE in some cases
- Alembic crash when the abc file had material references
- the enable sequence checkbox in MxBitmap gets disabled when turning off viewport preview
- xref scenes that are hidden in the viewport were still exported
- MXS references updated their geometry even when show in viewport was off
- MxBitmap previews appeared darker when using show in viewport
- Maxwell material viewport preview ignored the hue shift parameter
- 3dsmax 2012 used a seat license even in node mode
- MAXScript error when loading scenes made with older versions of the plugin
- custom bokeh was not exported
- the offset parameter of the MXS reference object wasn’t working correctly
- wrong output paths in some cases
- render error when materials contain empty bitmaps
- the viewport preview of MXS references still showed the old object after trying to load a new file or sequence which contains errors
- crash when displaying Maxwell materials in the slate editor
- the textured material wizard created materials with empty bitmaps
- garbage text in the log window when material translation failed in FIRE
- IES file names weren’t saved
- crash when converting wizard materials to layered materials inside the slate editor
- crash when the wizard material was loaded as part of a multi-material
- memory leak in the material UI
- wrong size for the viewport preview of the volumetric object
- missing frame number in channel file names when rendering sequences
Version 3.0.13 – 29th April 2014
- added support for Revit 2015
- workaround for Revit bug which produced misplaced faces in family instances which contained imported symbols
- implemented Pack’n’Go
- Maxwell button became unusable after opening the family editor
- the family editor exporter wasn’t using the updated exporter code in Revit 2014
- the export button didn’t work if an image output path wasn’t set in Revit 2014
- the installer didn’t find the Revit install path if a localized or bundled version of Revit was used
- the addin didn’t load in some cases
- exported camera framing was different from the Revit viewport
- crash when setting the current month to January
- crash in scenes that contained stills
- railings and balusters didn’t get exported correctly
- the topology mesh material didn’t get exported in Revit 2014
- wrong baluster positioning in some cases
Maxwell Render 3ds Max Plugin Free
For more information on Maxwell Render or pricing, please visit our Maxwell Render product page.
We have an important minor release for Maxwell 3ds Max users – an update with a special surprise 🙂
In this blogpost, you will find an overview of the new features and improvements brought to you by Quality & Support Product Specialist Fernando Tella. We hope you like what´s new and we will keep working on making this integration plugin better!
V-RAY TO MAXWELL SCENE CONVERTER
Let’s start with the best or the cherry on top! You’ll notice this new button in the Maxwell toolbar:
V-Ray is a major software program with a long history and a huge ecosystem of plugins, 3D scenes, models collections, packs, etc. around it. In order to make easier the life of our users, we have developed a scene converter that will make it possible for you to benefit from that ecosystem. We know no converter is perfect, but this new tool will definitely help a lot. We have tried to translate as much as possible so you can expect a fairly good translation of most of the materials, lights, and environments. In order to make it work, you must have V-Ray for 3ds Max installed, however, you don’t need to have it licensed (a trial version would do). This way 3ds Max can read the materials and all the features of the V-Ray scene.
Maxwell Render 3ds Max Plugins
Just click on the new toolbar button, choose where to save the baking of any incompatible maps and click Convert.
Maxwell will be set as current render engine and all the materials, lights and environments will be converted.
Notice the changes in the MxLight object – now all the types have a target by default. The target is optional though. If you create it with target, the creation method is dragging from the emitter to the target, but if you decide to create it without a target, you will be able to create it by dragging from corner to corner in the case of the Area type or just by clicking on the case of IES or Spot types.
As you can see in the image, the gizmos will change depending on the type of light you select: Area type, IES, Spot or Spot as a projector (with an image loaded).
In the video below yoy can see them in action:
And below you will find some more surprises in the MxLight object that show up when you activate “Select and Manipulate” button in 3ds Max:
You can resize the area light, change spot highlight and falloff angles and modify the intensity of the light by dragging the new intensity handle!
The Material Editor has been improved as well. You’ll find a new collapsable section called Material Preview Options that can be changed per material, check it out! You will notice Automatic update mode performance is much better and now it doesn’t freeze 3ds Max while it’s refreshing the material preview. It’s more functional now and allows you to easily change the preview scene, quality, render engine,…
Old options in Preferences > Maxwell tab are still there and they work as a default option for all the materials; what you set in the new panel affects only that particular material. Download playstation emulator for mac.
We have also reorganized the Bitmap Panel a bit so it looks tidier now. You will find projection properties on the left (channel, tiling, rotation,…) and image properties on the right (hue, saturation, invert,…):
OVERRIDE MAP IMPROVEMENT
In the material’s Global Parameters you will notice there are fewer options than before. That’s because the Override Map option has changed its behavior a bit. Now you only have to activate it in each texture options. When it’s active, you’ll see current override map options for that material and can modify them. This will affect all the maps in that material that have an Override Map active. If it’s deactivated, you’ll see current map options. This way you don’t have to go back to Global Parameters to change it. Makes it easier to use! Here you have a workflow example:
CUSTOM ALPHA CHANNEL PANEL
Clay Render 3ds Max
In addition, we have changed the way Custom Alphas are added and assigned. Now this process looks very much like that in Maxwell Studio. You will also find a couple of new options in quad menus (right clicking with something selected) when selecting objects and right-clicking on them; these will let you create a custom alpha from the objects selected or from the materials of the selected objects.
COMPATIBILITY WITH 3DS MAX 2019
Last but not least, we have, of course, made the plugin compatible also with the newest version of the software released by Autodesk: 3ds Max 2019.
Maxwell Render 3ds Max Plugin Development
If you’ve been using version 4.2.2, you may experience some issues. Most probably the scenes saved with version 4.2.2 won’t open in 4.2.3. The ones created with 4.2.1 and older will open just fine. In case you have been working with 4.2.2 and are in the middle of a project, you could either finish the project using that version or try to export it to MXS, install version 4.2.3 and get it back to 3ds Max by importing the MXS file. Sorry for the inconveniences caused!
HOW TO GET THE UPDATE?
- Look for plugin version 4.2.3!
- If you are already a Maxwell 3ds Max V4 customer – update for FREE via your Customer Portal.
- If you have V3, upgrade at a discounted price via your Customer Portal.
- If you are a new Maxwell user – get it from our Webshop or a local reseller.
- Everyone – try the FREEdemo version!
Maxwell Render 3ds Max Plugin Installer
Enjoy the updated plugin!