Maxwell 3 includes extensions, specific external pieces of code which allow extend the capabilities of Maxwell.
The extensions are .MXX files (stands for Maxwell Extensions) and are located in the Maxwell 3>extensions folder.
There are two types of extensions in Maxwell 3:
Extension Objects: the extension code generates a new object in the scene with particular characteristics (like the Maxwell Sea, Volumetric or the Alembic importer)
Object Modifiers Extensions: the extension modifies an existing geometric object (like the Grass, Scatter or Subdivision modifiers).
The current available extensions and the features they provide are:
Extension Objects
Extension name | What it does | More info... |
MaxwellVolumetric.mxx | Creates a volumetric media either as a constant density object, or using particle files to create smoke, fog, atmospheric haze etc. |
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MaxwellSea.mxx | Creates a simulation of the ocean surface | |
MaxwellParticles.mxx | Render particles as spheres from RealFlow or other particle systems in 3D applications which allow this through their SDK | |
MaxwellMesher.mxx | Render particles from RealFlow™, meshing the particles at render time. Ment for rendering fluids and provides sophisticated controls over the resulting fluid mesh | |
RFMeshes.mxx | Render fluid meshes from RealFlow™ that have already been meshed in RealFlow™ | |
RWMeshes.mxx | Allows Maxwell to render RealWave water simulation meshes already created in RealFlow™ | |
MWObjectAlembic.mxx | Imports an object in Alembic format, both embedded or (more interesting) using it as a referenced Alembic object |
Object Modifier Extensions
Extension name | What it does | More info... |
MaxwellCloner.mxx | Allows Maxwell to distribute instances of an object using a particle cloud file | |
MaxwellGrass.mxx | The grass generator. Generates and distributes random grass guides regarding certain parameters controlled by the user | |
MaxwellScatter.mxx | Scatters instances of a given object across the surface of another object | |
SubdivisionModifier.mxx | Subdivides the object using Pixars subdivision algorithms: Loop and Catmull-Clark | |
MaxwellHair.mxx | Takes fibers generated from a hair/fur system and converts them to analytic cone shapes at render time. Internal use, has no interface |