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The plugin supports several Maxwell extensions, which generate render elements at render time:

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Extension

Description

Maxwell Grass

Accessed via the Maxwell Grass window, this extension produces grass blades on geometry.

Maxwell Sea

Accessed via the Maxwell Sea window, this extension produces a sea surface, using Next Limit RealFlow technology.

Maxwell Volumetric

Accessed via the Maxwell Volumetric window, this extension produces a region containing participating media.

Maxwell Scatter

Accessed via the Maxwell Scatter window, this extension scatters instances of an MXS file over a surface.

All of these extensions are created by assigning data to a SketchUp group. Their respective windows track the active selection, with changes made being applied to all currently-selected groups. At the top of the windows you will find an item named Selection, which indicates how many groups are selected, as well as the most recently selected group:

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The procedure would be the same as in the first case, but after assigning the ground material back to the base objects, you should use the Maxwell texture controls from the Scene Manager > Material tab to change the texture size as, if you use the SketchUp controls, the density map would also be modified. Here I used a crosshatch pattern for the ground geometry while keeping the previous density map (note I changed the crosshatch pattern size in the Scene Manager window and its size in render no longer matches what is seen in the viewport):

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Warning

Be aware that it may be very easy to create extensions which use a great deal of memory, and which may therefore crash the SketchUp process.


Here is a simple example of Volumetrics creation:

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