Rhino 6 and newer - Maxwell Texture

The plugin adds an additional texture to the Rhino list of textures available called “Maxwell Texture”. This is the perfect fit for the Maxwell materials, however, the plugin can also use some of the native Rhino textures, such as Marble, Noise, Tile or Turbulence.

The Maxwell Texture lets you set the same Projection and Image parameters as if you were using the Maxwell Material Editor.

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You can change the texture type from the Type dropdown menu.

 

Image and procedural textures

At the top part of the Maxwell Texture section, on the right side, you’ll find a box to select the file texture you want to use (if any).

On the left side, you’ll be able to add different procedural textures by using the + button. They will be stacked one over the other. The top one will occlude the ones below unless you add some blending to it in its options. If you select a texture on the stack, you’ll see its properties on the right side.

A concrete texture set as base image
Added a procedural Checker texture on top (as the Blending Factor is set to 0, it occludes the image below)
Increased the Blending Factor so the texture below can be seen and changed the colors of the checker texture to give some tint to the combination.

 

You can choose from these procedural textures:

Here you can find more information about them:

https://nextlimitsupport.atlassian.net/wiki/spaces/maxwell/pages/22683548

 

The Maxwell Texture has a File box to select the image you want to use and two main sections:

  • Projection properties. It lets you set how the image is laid out in the UV space (channel, tiling, mirroring, rotation,…). For more information, check this page (it uses the Studio interface, but the options should be the same): Projection properties

    • If you use the “Use Override Map” checkbox, all the textures of that material that have that option active will use the same projection settings.

    • When using the tiling method set to “Relative”, the figures below will set the number of times the texture is repeated in the UVW mapping applied to the object. If it is set to “Meters” the figures below will represent the number of times bigger the texture will be in relation to the UVW mapping. This means that, if we set the UVW mapping to a 1 x 1 x 1 meters box and the values are 3, the texture will be 3 meters in size. Sadly, we cannot change the UVW mapping from the plugin so we cannot force the mapping to be 1 x 1 x 1. If you are working in inches, the texture size will be in inches as long as the UVW mapping is set to 1 x 1 x 1.

  • Image Properties. It lets you modify the color of the image in different ways: invert, interpolation, brightness, contrast, saturation,… For more information, check this page (it uses the Studio interface, but the options should be the same): Image properties