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Release date:
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Fri,
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09 Feb 2018
Maxwell Render
Feature: New triangle ID channel.
Feature: UV render channel is now multiple, with a maximum of 16 UV channels.
Feature: You can cycle the images on channels that are multiple (custom alpha and UV) with arrows at the sides of its selector.
Feature: Display channel name below channel selector.
Feature: New override flag on references to select Object ID behaviour from 3 modes.
Change: Instances of hidden objects / references are shown now.
Change: Type, units and default values for some Stereo and Fish lenses parameters.
Fixed: Paths or dependencies with special characters cause Maxwell to fail the render.
Fixed: Lens extension: Stereo and fish rendered always as center.
Fixed: Reflectance channel may be wrong on textured instances.
Fixed: Flip x and Flip y projection is not correct on Lat-Long and fish lenses.
Fixed: Neck on Lat-Long lenses.
Fixed: Fast multilight with simulens crashes on any change.
Fixed: An instance pointing to a hidden object crashes on production.
Fixed: Hiding all instances, makes the original object to hide too.
Fixed: Custom alpha channel ignores instances of mxs references.
Fixed: Resuming deep alpha channel crashes on some scenes.
Fixed: Grass extension: Instances of objects with grass inside a group have wrong grass transform.
Fixed: Grass extension: Instances of references of objects with grass have no grass.
Fixed: Render via Network button in OSX
Fixed: Referenced emitter materials crash Maxwell.
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Feature: New triangle ID channel.
Feature: UV channel is now multiple, with a maximum of 4 UV channels.
Fixed: If you have non-continuous UVs channels on an object (i.e. 0, 2, 5), crashed at render.
Fixed: Emitter map was sampled always on channel 0.
Fixed: Alpha channel was a few pixels wider than it should.
Fixed: Texture properties (brightness, contrast, saturation) are not applied correctly.
Fixed: wrong UV's index assignment to instances.
Maxwell Studio
Fixed: If you have non-continuous UVs channels on an object (i.e. 0, 2, 5), index was changed at saving (0, 1, 2) and it crashed at render.
Fixed: Quick double-click on fire button may make studio crash.
Fixed: Key shortcuts shouldn't work on blocked cameras.
Fixed: Issues on hide / unhide multiple selected objects with groups.
Fixed: Xref objects don’t hide using isolate selected option on fire.
Fixed: Deleting an emitter component on material with Fire running crashes Studio.
Fixed: Newly created instances may disappear on the viewport.
Fixed: Material Id is randomized on a material clone.
Fixed: If a reference visibility override flag is marked on a scene, when loading all flags are marked on UI.
Improvement: Int and double fields don’t accept letters and "Esc" key cancels edition.
Improvement: Randomize Id option on materials and objects.
Fixed: Render via Network button in OSX
Fixed: Faculty licenses show as unregistered when using render in viewport.
Improvement: Return error when the user tries to save a scene with an object with two or more UV channels with the same ID.
Fixed: pesky bug related to wrong dealing with UV projectors’ ChannelID's.
Material Editor
Fixed: If gallery path doesn’t end with a slash, it creates a folder for each material.
Fixed: Texture picker with floating preview has no size after app restart.
Fixed: Unload texture don’t clean procedural textures.
Fixed: It asks for missing textures twice.
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Fixed: PyMaxwell module renamed from “pymaxwell” to “pymaxwell4”.
Maxwell SDK
Removed exclusive functions to access custom alpha channels: getAlphaCustomBuffers, getAlphaCustomBuffer, getNumberOfAlphaCustomBuffers.
Removed exclusive functions to access shadow channels: getShadowBuffers, getShadowBuffer, getShadowBuffer, getNumberOfShadowBuffers
New methods to access all channels like they are multiple: getNumSubChannels, getExtraBuffer (with subChannel index) and getExtraBuffers.
New methods to Know UV array idx from Id and viceversa: getUVIdxFromId, getUVIdFromIdx.
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