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The plugin implements a custom material editor, which is very similar in operation to Maxwell's MXED standalone material editor:

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To open the material editor, click Maxwell > Plugin Windows > Material Editor, or the appropriate button in the plugin’s Tools toolbar. The main difference between the two is that while MXED is used to edit Maxwell MXM files, the plugin's material editor is used to edit embedded plugin materials. To create a new material:

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As such, a Maxwell material in the new Maxwell for Rhino plugin may operate in one of two ways: either linking to an MXM file on your machine, or simply embedded in the Rhino document. To control whether a material behaves as Linked or as Embedded, use the MXM Linking section in the material’s top node in the Material Editor:

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In order for a material to use Linked mode, it is necessary that its source MXM path points to a valid MXM file. The border color of the preview image indicates the MXM link state of the material:

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DispersionThis switch enables the calculation of dispersion. Dispersion is the ‘rainbow’ effect seen when light is split based on its different wavelengths as it passes through refractive materials. Enabling this option can raise render times because of the extra math involved in calculating these wavelength-based refractions.
MatteMaterials which have this switch enabled will cause the background (i.e. Physical Sky, etc.) to show through all geometry where the objects they are assigned to are seen by the camera. This can be useful for creating composite images.
ShadowMaterials which have this switch enabled will have the objects they are assigned to casting shadows when the Shadow channel is rendered (see Output > Render Channels > Shadow).
Material ID ColorThis is the color which will be used for this material when the Material ID channel is rendered.
Custom Alphas
A comma-separated list of Custom Alpha channels, in which objects using this material will be included.

Layer Page

The operation of this page is similar to that of the Layer page in MXED. As a shortcut, the Layer Blending parameter may be set either by using the drop-down list in this page, or by clicking the small A/D toggle in the Material Editor Layers Tree.

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To open the Texture Editor, click the arrow button at the Material Editor’s top-right corner, or right-click on a texture button:

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The remaining parameters control how the texture is scaled and translated in texture-space. Tile X & Y can be enabled or disabled using the appropriate checkboxes, and their values are set using the numeric input box. When Real Scale is not enabled (Units box set to Relative), the meaning of Tile X & Y is roughly, ‘squeeze this  many copies of the texture into the given space’. When Real Scale is enabled (Units box set to Meters), the meaning becomes, ‘make each tile x-number of meters wide’.

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  • Type in a new value and move focus to another input.
  • Click the small +up/down-arrow buttons next to the input box to adjust the value.
  • Click in the desired input box and roll the mouse-wheel up or down to adjust the value.
  • Click down on the desired input box and move the mouse forward & backward to adjust the value.

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