![]() ![]() ![]() For the Normal orientation - sometimes it's a good idea to mesh the surfaces you want to use for scattering, check normals of these meshes and join them. Then we have to adjust these accordingly. Regarding the Rhino Grow - we use it all the time, however it needs manual refinement after the scatter is done - Plugin doesn't position objects evenly and leaves empty areas, while at some areas, the population is too dense. This extension is basically a wrapper around the Open Asset Import Library, and as such, will support a wide variety of 3D file formats (list here, though experience shows that even more formats are supported, than claimed there).Hi! First of all, Rhino grow will be obsolete in a few weeks - new scattering plugin is under development and it looks very promising. In the event that neither can be found, it will also attempt a rudimentary translation of the material in the file, though this can be quite limited however, it will also support an option whereby translated materials will automatically be written to disk as MXM files (since it can be difficult to know what they may end up being named in the exported file). In addition to its realtime geometry-update capability, the AssetReference extension will also automatically map material names found in its referenced file either to materials currently existing in the scene, or to MXM files found in the referenced file's directory. It will support mapping of different axis orientations to Maxwell (since different formats consider different directions to be "up"), and it will also support instancing. This is a Geometry Loader Extension, which will be able to be used to establish an active link to non-Maxwell files, where whenever the referenced file is changed, its geometry will be automatically updated in real time in Maxwell Studio (in the OpenGL viewport and in Maxwell FIRE). Watch this space in the near future, for information on a new feature called AssetReference, originally conceived with the specific purpose of improving the workflow between Rhino for Mac and Maxwell Studio, which will debut in the early builds for the upcoming Maxwell 3.2. Once your geometry has been imported into Maxwell Studio, you can proceed to use Maxwell FIRE to interactively set up cameras, materials, environment, advanced texture mapping of objects, and so forth, and also make use of some of Maxwell's more advanced features such as Maxwell Grass, Maxwell Scatter, etc. Show the DXF Material Conversion table, which allows associating materials and MXM files with imported geometry.Ī global scale factor to be applied to imported DXF geometry.Ī global rotation to be applied to imported DXF geometry. If an imported mesh has no UV coordinates, a set will be automatically generated for that mesh.Ĭreate one Maxwell material for each group found in the DXF, and associate it with corresponding geometry. Import OptionsĪlso note that Maxwell Studio has various options (under Import Options in Maxwell Studio Preferences) specifically related to some of these formats:Ĭreate one UV channel per each object loaded ![]() This particular script prompts for an output filename (with the file being exported into the same directory as the 3DM), but this could easily be changed such that it would always write to the same name, and so forth, depending on the workflow you prefer to establish. This is a python script, wrapped in a -RunPythonScript command block, such that it can be placed into the Command of a toolbar button and run with a single click. ' p=y' + # ExportMeshTextureCoordinates=Yes ' x e' + # ExportRhinoObjectNames=ExportObjectsAsOBJGroups Rs.Command('_noecho _-export ' + name + '.obj' + Name = rs.GetString('Enter a name for the OBJ file') Arr = rs.GetObjects('Select objects to export') ![]()
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