blendmaxwell | Maxwell Render exporter for Blender | Addon library

 by   uhlik Python Version: Current License: No License

kandi X-RAY | blendmaxwell Summary

kandi X-RAY | blendmaxwell Summary

blendmaxwell is a Python library typically used in Manufacturing, Utilities, Machinery, Process, Plugin, Addon applications. blendmaxwell has no bugs, it has no vulnerabilities and it has low support. However blendmaxwell build file is not available. You can download it from GitHub.

Maxwell Render exporter for Blender
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            kandi-support Support

              blendmaxwell has a low active ecosystem.
              It has 19 star(s) with 3 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 6 have been closed. On average issues are closed in 2 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of blendmaxwell is current.

            kandi-Quality Quality

              blendmaxwell has 0 bugs and 0 code smells.

            kandi-Security Security

              blendmaxwell has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              blendmaxwell code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              blendmaxwell does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              blendmaxwell releases are not available. You will need to build from source code and install.
              blendmaxwell has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are available. Examples and code snippets are not available.
              blendmaxwell saves you 12831 person hours of effort in developing the same functionality from scratch.
              It has 25820 lines of code, 900 functions and 27 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed blendmaxwell and discovered the below as its top functions. This is intended to give you an instant insight into blendmaxwell implemented functionality, and help decide if they suit your requirements.
            • Collect objects from the scene .
            • Render the cell .
            • Get the default presets .
            • Create a custom material .
            • Create a material .
            • trigger view update
            • Create a texture map
            • make a texture
            • Convert mesh to 2d data2 .
            • Generate a path to a scene .
            Get all kandi verified functions for this library.

            blendmaxwell Key Features

            No Key Features are available at this moment for blendmaxwell.

            blendmaxwell Examples and Code Snippets

            No Code Snippets are available at this moment for blendmaxwell.

            Community Discussions

            QUESTION

            Microk8s dashboard using nginx-ingress via http not working (Error: `no matches for kind "Ingress" in version "extensions/v1beta1"`)
            Asked 2022-Apr-01 at 07:26

            I have microk8s v1.22.2 running on Ubuntu 20.04.3 LTS.

            Output from /etc/hosts:

            ...

            ANSWER

            Answered 2021-Oct-10 at 18:29
            error: unable to recognize "ingress.yaml": no matches for kind "Ingress" in version "extensions/v1beta1"
            

            Source https://stackoverflow.com/questions/69517855

            QUESTION

            Type Error: this.getOptions is not a function For style-loader
            Asked 2022-Feb-17 at 23:50

            Problem

            While using Storybook, I am running npm run storybook and getting the error below.

            ...

            ANSWER

            Answered 2021-Jul-29 at 17:17

            Solution

            After taking a step back, I realized that I could try out what I did to fix the sass-loader issue: downgrading major versions.

            Steps

            • Downgraded style-loader 1 major version to 2.0.0: npm i style-loader@2.0.0
            • Then, as luck would have it, I ran into the same issue with css-loader
            • Downgraded css-loader 1 major version to 5.2.7: npm i css-loader@5.2.7

            Summary

            By downgrading all of the loaders one major version, I was able to get it to work.

            Source https://stackoverflow.com/questions/68580273

            QUESTION

            Global SCSS style is no longer loaded in Storybook with Angular 12
            Asked 2022-Feb-14 at 10:46

            I am migrating a library to use Angular and Material 12 (currently in version 10), and Storybook is used to expose the various components of this library. To do so, I upgraded Angular and Material to version 12 with the Angular Update Guide, Storybook to version 6.3 with npx sb upgrade and I followed the steps described here to fully migrate Storybook and use webpack5.

            Unfortunately, the base.scss file previously included globally in the rendering of stories is no longer included (stories are now without any CSS). This base.scss file is included in a Typescript file with:

            import '!style-loader!css-loader!sass-loader!./base.scss';

            With Storybook 6.3 and Angular 10, everything works perfectly.

            To fix that, I tried to add this configuration in main.js, as it is described in the documentation:

            ...

            ANSWER

            Answered 2021-Oct-15 at 14:38

            I have answered my question. In fact there was no need to change the webpack configuration for my case. It was enough to add the @storybook/preset-scss addon.

            The problem was described here. I needed to downgrade Angular to 12.1 version. I was in 12.2.

            Hopefully this helps someone.

            Source https://stackoverflow.com/questions/69585145

            QUESTION

            Storybook error when using Webpack5 with Next.JS app + Typescript
            Asked 2022-Feb-08 at 19:42

            I am trying to set up a fresh next.js app using Typescript and Storybook.

            Following some guides online gets me fairly close but I note that the rendered 'HomePage' story is missing styling

            compared with what I get when I simply run

            ...

            ANSWER

            Answered 2022-Feb-08 at 19:42

            Found the answer here -> https://github.com/storybookjs/storybook/issues/15336

            The solution is simply to add the following to .storybook\main.js

            Source https://stackoverflow.com/questions/70637257

            QUESTION

            Colab: (0) UNIMPLEMENTED: DNN library is not found
            Asked 2022-Feb-08 at 19:27

            I have pretrained model for object detection (Google Colab + TensorFlow) inside Google Colab and I run it two-three times per week for new images I have and everything was fine for the last year till this week. Now when I try to run model I have this message:

            ...

            ANSWER

            Answered 2022-Feb-07 at 09:19

            It happened the same to me last friday. I think it has something to do with Cuda instalation in Google Colab but I don't know exactly the reason

            Source https://stackoverflow.com/questions/71000120

            QUESTION

            Minikube dashboard ingress
            Asked 2022-Feb-05 at 21:52

            Im trying to make an ingress for the minikube dashboard using the embedded dashboard internal service.

            I enabled both ingress and dashboard minikube addons.

            I also wrote this ingress YAML file :

            ...

            ANSWER

            Answered 2021-Dec-13 at 11:10

            I had similar issues with Minikube's Ingress, but I was using Windows.

            After indepth search, I discovered that the problem came from Docker's driver.

            I changed the driver to VirtualBox and Ingress started behaving as expected.

            This entry provides further details.

            Source https://stackoverflow.com/questions/70237546

            QUESTION

            NPM CI error bindings not accessible from watchpack-chokidar2:fsevents
            Asked 2022-Feb-02 at 12:53

            When I run npm ci on Github Actions I got the error:

            ...

            ANSWER

            Answered 2021-Sep-20 at 20:57

            Solved removing packages-lock.json and running again using NodeJS 14 (was 10)

            Source https://stackoverflow.com/questions/69225852

            QUESTION

            What should the result be when assigning a variable to a reference to itself, in-between modified and then returned by a function call?
            Asked 2022-Feb-02 at 00:42
            #include 
            
            int& addOne(int& x)
            {
                x += 1;
                return x;
            }
            
            int main()
            {
                int x {5};
                addOne(x) = x;
                std::cout << x << ' ' << addOne(x);
            }
            
            ...

            ANSWER

            Answered 2022-Feb-02 at 00:42

            Since C++17 the order of evaluation is specified such that the operands of = are evaluated right-to-left and those of << are evaluated left-to-right, matching the associativity of these operators. (But this doesn't apply to all operators, e.g. + and other arithmetic operators.)

            So in

            Source https://stackoverflow.com/questions/70909321

            QUESTION

            How to penetrate or cut holes through a 2D foreground
            Asked 2022-Jan-22 at 03:11

            I'm currently making a 2D game in Javascript, but I want to the game to have different lighting levels, for example, if I were to create a day and night cycle. However, I want to be able to cut holes in the lighting/foreground, or do something so that I can make certain parts of the screen lit up, for example like a flashlight or candle. Note: I'm also using the P5.js library.

            The most obvious idea that came to mind for going about in creating a foreground is just creating a rectangle with some opacity that covers the entire screen. This is good, but how am I supposed cut through this? Obviously, the code below won't work because I'm just layering on another element, and the rectangle is still obstructed and not perfectly clear.

            ...

            ANSWER

            Answered 2022-Jan-22 at 03:11

            The erase() function may be what you are looking for. It is more flexible than trying to explicitly paint over the areas you want to cover (such as in the approach of using the stroke of a circle and rectangle to cover everything except a circle). And it is easier to use than beginContour() since you can use it with any of the built in drawing primitives (rect, ellipse, triangle, etc).

            Source https://stackoverflow.com/questions/70807530

            QUESTION

            Linking local Openssl to Nodejs C++ addon
            Asked 2022-Jan-09 at 23:32

            I am writing a C++ addon for Nodejs which uses OpenSSL 3 and I keep getting this error when trying to compile the code with the command node-gyp build:

            /Users/myuser/Library/Caches/node-gyp/17.0.1/include/node/openssl/macros.h:155:4: error: "OPENSSL_API_COMPAT expresses an impossible API compatibility level"

            I can see that the OpenSSL used here is included from the NodeJS folder, is there any way to link the OpenSSL library I installed with homebrew on my mac M1?

            My binding.gyp file looks like this:

            ...

            ANSWER

            Answered 2022-Jan-09 at 23:32

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install blendmaxwell

            Maxwell must be installed in usual place i.e. /Applications/Maxwell 3
            Download python 3.5.1 from https://www.python.org/downloads/release/python-351/ and install
            Download this repository clicking 'Download ZIP', extract, rename directory to blendmaxwell and put to ~/Library/Application Support/Blender/*BLENDER_VERSION*/scripts/addons/
            Start Blender, go to User Preferences > Add-ons, search for 'blendmaxwell' in Render category and enable it, then choose 'Maxwell Render' from render engines list in Info panel header
            Download this repository clicking 'Download ZIP', extract, rename directory to blendmaxwell and put to C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\*BLENDER_VERSION*\scripts\addons\
            Start Blender, go to User Preferences > Add-ons, search for 'blendmaxwell' in Render category and enable it, then choose 'Maxwell Render' from render engines list in Info panel header
            Append this export LD_LIBRARY_PATH=$MAXWELL3_ROOT:$LD_LIBRARY_PATH to your .bashrc after generated stuff from Maxwell installation, i.e. after MAXWELL3_ROOT is exported
            To fix complains of some extensions, install libtbb-dev, but this step might be optional, it is used by extension not supported in addon
            Download this repository clicking 'Download ZIP', extract, rename directory to blendmaxwell and put to ~/.config/blender/*BLENDER_VERSION*/scripts/addons/
            Start Blender from terminal, go to User Preferences > Add-ons, search for 'blendmaxwell' in Render category and enable it, then choose 'Maxwell Render' from render engines list in Info panel header
            In case of problem with presets (emitters, extension materials, ..., ), remove on Mac OS X: ~/Library/Application Support/Blender/*BLENDER_VERSION*/scripts/presets/blendmaxwell, on Windows: C:\Users\USERNAME\AppData\Roaming\Blender Foundation\Blender\*BLENDER_VERSION*\scripts\presets\blendmaxwell, or on Linux: ~/.config/blender/*BLENDER_VERSION*/scripts/presets/blendmaxwell and restart Blender. default presets will be recreated automatically.
            Due to changes in Blender's triangulation operator, Maxwell Subdivision modifier is disabled.
            0.4.5 support for vertex-per-face normals, mesh auto-smooth, split normals etc., added text overlay, disabled subdivision modifier until fixed
            0.4.4 material preview and viewport (not interactive) rendering, mxs import with mxs references
            0.4.3 critical fix: smooth faces export, experimental feature: material preview rendering (currently Mac OS X only)
            0.4.2 movement and deformation blur, faster mesh export
            0.4.1 procedural textures, faster reading of mxs references
            0.4.0 heavy refactoring, added mxs reference viewport preview
            0.3.9 colors exported in 32 bits and as shown in blender (gamma correction), added grass modifier presets, added displacement in extension materials, added stereo cameras (maxwell 3.2), added realflow particles bin export operator (file > export menu), updated material presets (maxwell 3.2.1.0), fixed cleaning of mesh datablocks created during export, fixed exporting of fake user materials, fixed export of particles on meshes without polygons (and a lot of small fixes and ui tweaks)
            0.3.8 custom alphas for objects and materials, many ui improvements, particle object/group instances now exports correctly when base objects are hidden, addon preferences for automatic type selection for new material, environment and particles, changed preset location, setting camera to ortho now changes viewport to ortho
            0.3.7 custom material editor, custom material import/export
            0.3.6 added: export particle uvs, camera lock exposure, choosing external materials with mxed in browser mode, choose scene for auto preview in mxed, fixed: import mxs: object transformation
            0.3.5 particle object/group instances, quick setting object properties/object id to multiple objects, blocked emitters, many fixes (reading/drawing material previews, missing cloner objects, hair uvs, ...)
            0.3.4 hair with children particles root uvs (requires blender 2.76), wire export faster and with smaller files, fixes here and there
            0.3.3 simplified installation procedure on Mac OS X, pymaxwell is now imported directly from /Applications/Maxwell 3, also fixed some bugs..
            0.3.2 Maxwell 3.2 update, includes majority of new features: material priority, saving to psd, reflection and refraction channels, reflectance channel, scatter and grass updates. also wireframe and auto-subdivision export is restored, added basic progress reporting, hair uvs, hair extension material and many more small fixes and tweaks
            0.3.1 last version working with Maxwell 3.1 (with a few bugs): ddbad692a25c6e6e72d11092d8f063f6ed1d048e
            0.3.0 refactored exporter part, added: hair uvs, curves instancing, material global properties, fixed: object transformations when opened and saved in Studio
            0.2.4 added: automatic subdivision modifiers export to speed things up
            0.2.3 added: mxs export menu operator, quad export when using subdivision modifier, 2.75 compatibility
            0.2.2 added: mxs import (objects, emitters, cameras and sun selectively), save extension materials to mxm, embed particles in mxs (saving of external .bin files is now optional)
            0.2.1 added: extension materials creation and editing inside blender
            0.2.0 added: much faster large mesh export on Mac OS X, Extra Sampling panel, Volumetrics extension (constant and noise 3d), external particle bin works with animation export
            0.1.9 added: MXS References, Windows installation simplified
            0.1.8 added: Linux and Windows support, cloner extension, lots of refactoring
            0.1.7 added: presets, texture panel, basic material preview, RFBin export with size per particle, lots of refactoring, Linux and Windows ports are working without extensions
            0.1.6 added: maxwell hair, subdivision, scatter and particles export as realflow bin, fixed: render shortcuts, ui spaceing
            0.1.5 added: maxwell grass modifier, incremental export, minor ui tweaks and additions, launch multiple instances of maxwell and studio, fixed: material placeholders on triangle groups, maxwell particles transformation, error reporting
            0.1.4 added: render layers panel, fixed: path handling, instance bases on hidden layers and many more
            0.1.3 first release

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            gh repo clone uhlik/blendmaxwell

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            git@github.com:uhlik/blendmaxwell.git

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