View Full Version : SME forum open..
Chris Thomas 01-12-2004, 12:10 PM For those who are interested. We now have a forum open at...
http://www.ibmr.net/sme/forum/
Please register here if you are interested in the development of our project. When registering, please fill in all fields, especially your locations as its always nice to know just where your posts come from.
There is currently an alpha of SME for max6 available for download, but please treat this as a taster of what is to come. Also please bear in mind its an alpha, so please no mails asking for support and also you'd be wise not to try and use it in production in any shape or manner. We take no responsibility. You have been warned.
Also, please read the FAQ's where applicable. For now ask away as these have not been compiled yet and we can use your quiries to help produce them.
Please also read the post on bugs before posting any bugs you have. And also check before you post that you bug has not been posted previously.
Cheers
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Tims0l
01-12-2004, 01:22 PM
finaly!!! hoereeeeeeee
I allready registrert!! and I cant wait to test it!!
Marsel Khadiyev
01-12-2004, 01:48 PM
I also want to add that SME can be very unstable in its current state, and its robustness needs improvement.
That is why it is important to have bug reports on all crashes that occur, because in many cases that is the only way of tracking them down and fixing them. So if you find something reproduceable please post it.
Thanks,
Marsel
Martijn Wijmer
01-12-2004, 03:39 PM
Maybe a really dumb question, but i looked around at the internetsite, but i can't find a description of what SME does. Can someone please explain to a newbe to SME what it does? Cause i haven't got a clue. (Or a link with a proper explanation?)
Tims0l
01-12-2004, 03:54 PM
it is the best thing ever!!!
http://www.cgtalk.com/showthread.php?s=&threadid=92980&highlight=schematic+material
Martijn Wijmer
01-12-2004, 04:03 PM
HOLY FREAKING SH#T!!! How can i have missed this? And this is for free???:eek: That's just...awesome!! I've seen a lot of great free- or shareware plugins (Simcloth, 3DGlu, SME) and i'm really thankfull for all the hard work these guys put in it. Makes our lives a little less complicated. So thanks!!!!!!! I'll run this baby and see if i can find some bugs. (If it works as great and almost bug-free as 3DGlu, you have made my day):thumbsup:
Chris Thomas
01-12-2004, 05:01 PM
"(If it works as great and almost bug-free as 3DGlu, you have made my day)"
Er, I don't think your day is about ot be made.... sorry :shrug:
pokoy
01-12-2004, 06:48 PM
Thank you for giving this out to the community.
yoni-cohen
01-12-2004, 10:29 PM
man the speed you put into the interface is awesome, there are many crashes here (testing on max5 since I can't install it in the office due to the projects)
currently i've noticed a bug that when the parameter editing dialog is floating you can access only the last created map material etc..
also, trying to switch from blin to strauss when its in a shelac second material gave a crash
moujot
01-12-2004, 10:44 PM
Hey !
Just been offline for a while and look what you've come up with !
Already using SM all the time, SME looks like an essential tool : )
Registering right now !
mouj
Genko3D
01-13-2004, 08:09 AM
So, there isn't and/or wont be a max 5 version??
Arnage
01-13-2004, 08:27 AM
Originally posted by Genko3D
So, there isn't and/or wont be a max 5 version??
There is, just get the R5 version from the download page which you can find by going to the SME url (just remove the /forum/ part)
Although the R5 version has an extra bug with saving that the R6 version doesn't have, so be warned.
Chris Thomas
01-13-2004, 01:14 PM
We are currently basing our development in Max6. The reason for this is the new integration of Mental Ray in 6. We want to support all current major render systems for max and V6 is the only one to do this right now. Yes I know MR is available for v5 and v4 as a plugin, but it does not have the same level of integration and does not have any of the custom MR shaders and materials that come with Max6. Also be aware that Max6 also introduced point4 controllers for MR shaders, this allows RGBA rather than the RGB (point3) values that MR uses.
Part of our goal in designing SME was to allow its use with any 3rd party renderer and because of that we have to work primarily on a platform that supports ALL current 3rd party renderers for Max. So, 6 it is...
So for now we will conecntrate or core development in v6 but we will also release v5 builds as often as we can. Please bear with us on this, appologies on the stability level of SME for now. It really is quite a way off even Beta status and has a long list of items to be implemented and polished before it approaches that stage. So for now please report any bugs you find with the latest build and we will whittle on with the great task.
neversong
01-15-2004, 01:47 PM
this forum is cool.
;)
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