Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
Comment: Migrated to Confluence 5.3

...

This node holds all the material properties and Layer connections. It is the equivalent of the "Material Properties" in the MXM (Maxwell material format). Here you can change Global Bump textures, global texture tiling, activate dispersion or shadows for the material etc. From this node you can also click Add Layer to add a new Layer node to the material. The Maxwell Layered Material must always be connected to the Surface output of the Softimage Material node. For more information about these parameters, see the Global Material Properties page in the Maxwell documentation.

Maxwell Layer

This node describes a Layer in the MXM, which can hold several BSDFs and Emitter components. Effectively, each Layer is a material in itself, which can be blended together using Layer masks.

To add a Layer to the material, double-click the Maxwell Layered Material node and click the "Add Layer" button. The order in which Layers are connected matters - a Layer above another Layer will hide the Layer underneath it, unless it is set to Additive mode or you are using a Layer mask. Please see the Maxwell Materials section for more details on working with Layers and more specifically the Stacking Layers page. Due to an SI SDK limitation it is not possible to automatically create a new port when trying to connect a Maxwell Layer node into the MaxwellLayeredMaterial node. You have to add an new port via the "Add Layer" button in the MaxwellLayeredMaterial PPG.

Maxwell BSDF

This node describes the BSDF component of a Maxwell material. To add BSDF to a Layer, double-click a Maxwell Layer node and click the "Add BSDF" button. The order in which BSDFs are connected does not matter, they are always blended together similar to blending paints in a bucket. Each BSDFs strength can be adjusted using the Weight Value parameter in the BSDF node.

...

You can choose either the Maxwell Texture node or the regular Softimage Image node when using textures. An Image node is automatically added when you connect a texture to an input port that supports textures, ex. Reflection 0, Bump Texture, Opacity Texture etc. If you want to use the Maxwell Texture node you have to first drag & drop it in the Render Tree and connect it.

Note

Due to a current limitation in the plug-in, changing the tiling U/V of the Maxwell Texture node will not be visible in the viewport. Use FIRE in this case to check the actual tiling.

 

Previewing Maxwell Render materials in Softimage

...

You can specify the material preview scene to be used for each material by opening the MaxwellLayeredMaterial PPG and unchecking "Use global scene". Then choose the preview scene to use for this material. The list is populated from the Next Limit/Maxwell 2/preview install folder. For info on how to create your own preview scenes, see the Maxwell material editor page (Material Preview section).

 

Import/Export a material

The MaxwellLayeredMaterial node has options to export the current render tree to an MXM, or import an MXM file into the render tree.

  • Export: Will export the entire render tree to an MXM file
  • Import: Will import an MXM file and replace the current render tree

 

Working with referenced materials

...

  • Embed material in scene: When this option is checked, the plugin will embed the MXM file into the generated MXS file - it will no longer be a referenced material.

 

Tip

Downloaded MXM files can have paths to textures which are only relevant to the computer of the person who uploaded the material. Therefore you may get "textures missing" errors when using materials downloaded from the MXM gallery. To fix this issue, see the MXM Gallery FAQ page.

 

Unsupported Softimage Render Tree nodes

...