Maxwell Render Issues
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This is my first ever post so I'm going to try and make this as easy as possible.
My textures are majorly screwing up. This has happened to pretty much every computer I've run Maxwell Render on. And that's a lot.
Most of the materials in my model are only showing the material on the opposite side of the face in the render result.
Also, when I select the texture using the dropper tool in the Scene Editor, it picks up the texture on the opposite side of the wall as well.
It's as if both sides of the face are the same color, yet they're not.
Now I color in the inside of my models in full black so that when I make cutaway pictures, you can tell where the walls are; makes it less confusing.
Here is an example. Let's say the camera is on the left looking right:In the Sketchup Window:
[Any texture 1] [wall/face] [flat black]
[any texture 2] [wall/face] [any texture 3]
[any texture 4] [wall/face] [default color (probably didnt get around to coloring it black yet)]In the Maxwell Render
[flat black] [wall/face] [flat black]
[any texture 3] [wall/face] [any texture 3]
[default color] [wall/face] [default color]Now, this doesn't happen for every single face, but it happens to most of the same ones. And it's weird because it also happens to non-component models. Another example:
there's a design on the porch of this model that isn't copied and pasted as a component/group, yet they all have the exact same material problem in the exact same place.The only way to fix this is to go to every face that has the problem and color the other side that's black with the texture I have on the opposite side. A problem with that is that you can't see any of the drawing lines in the model since it's painted full black.
Please help me!
~Gabriel (Please, call me Blue)
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I don't use Maxwell, but it sounds like you have the orientation of your faces wrong. Turn on Monochrome in SU and see which way you have modeled it, the back faces, ie the ones inside the walls should be the back colour and the face should be the front colour.
The defaults in SU are White for the front and a blueish grey for the back, if your backs are showing in monochrome then that is the problem. -
Ok, so I did that.
The sketchup model now shows the dark blue where it renders black. How do I fix that now? Is there a way to set it to be the front? -
@bluephobes said:
Ok, so I did that.
The sketchup model now shows the dark blue where it renders black. How do I fix that now? Is there a way to set it to be the front?You can try the plugin Fix Reversed Face Material (I never tried it) and there are other plugins to help you with the face orientation like ReverseOrientFaces as a part of FredoTools.
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you should always look for the correct orientation of your faces - not only for rendering (it will case problems with glass or sss materials) but also for the modeling itself. When you try to use joint push pull on faces with varing normals you'll see what i mean...
I have set my back colour to a neon green while modeling, so i can spot reversed faces easily even on larger models. And i only apply the material to the front side (for opaque materials) on face level and never to groups/components. -
For me, it's a little tough to see if faces are rendering with the wrong color/material, or whether said face is missing entirely. If it's the latter (a problem that I had), you can go to the settings in Maxwell for SketchUp and disable instances. That should fix issues of missing faces when you use cutting components in SketchUp. Hope that helps!
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