
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 12. Maxwell Studio | 107
Example (in Linux):
gzip -d aberdeen-e.gz
mv aberdeen-e aberdeen-e.dem
You can download some examples of these les in this link:
http://dds.cr.usgs.gov/pub/data/DEM/250/
• Working with USGS SDTS DEM datasets:
These datasets come in the form of compressed .tar.gz les. Remove the gzip compression
to get a .tar le. Rename the .tar le to have the extension .dem.
Import the resulting .dem le into Studio.
Example (in Linux):
gzip -d 30_1_1_965202.tar.gz
mv 30_1_1_965202.tar 30_1_1_965202.dem
You can download some examples of these les in this link:
http://thor-f5.er.usgs.gov/sdts/datasets/raster/dem/dem_1997/
An alternative to importing geometry into Studio is to save an MXS scene with the Maxwell
Render plug-in for your application and importing that scene into Studio.
There are three ways to import objects into Studio:
1. Use the menu command File> Import.
2. Right-click in a graphical viewport and choose Import.
3. Drag and drop an object from your le explorer into the object list panel or viewport.
When Maxwell Studio saves the scene, the geometry is packed in an MXS le and therefore
the original object les are no longer needed.
Renaming Objects
Select an object in the Object List panel and press F2 to rename it.
Replacing Objects
If you need to replace an object in the scene with an updated one, you can simply import
it again and Maxwell Render will recognize the object with the same name that is already
in the scene. It will show you a pop-up asking you what to do with the new object.
This is a very practical feature, as the geometry of the objects can be changed without
removing the material properties.
Using Pre-set Object Libraries
It is also possible to load any of the pre-set scenes and objects available with the installation
from the menu File> Library.
Users can also create their own objects and scenes and make them available from the File>
Library menu by saving them in one of the Library subfolders in the Maxwell installation
folder. They will then be available from within Studio for quick loading.
Selecting Objects
Objects can be selected in the 2D/ 3D viewports by clicking single objects with the left
mouse-button or dragging over a region with the left mouse-button pressed. Selected
items will be highlighted.
• Shift + Left click: Select additional objects.
• Ctrl + Left click: Deselect the object.
• Press Esc to deselect all objects.
Objects can also be selected in the Object List panel. Shift and Ctrl can be used as with
the viewport selection.
*The Ctrl key in Windows corresponds to the Cmd key in Mac OSX, so wherever the Ctrl
key is used on a shortcut, Mac users should use the Command key
u
Note: If an object with motion blur is imported and selected, it will display motion blur
vectors.
Additional options for working with object selections are available when right-clicking in
the 2D/ 3D viewport or in the Object list panel:
Move/ Rotate/ Scale
To move, rotate or scale an object, you should rst select the object. You can edit one or
more objects/ groups at the same time. Switch to Object Editing mode using the icons
in the upper toolbar or using the keyboard shortcuts W (move), E (rotate), or R (scale).
You can move, rotate or scale the selected object by dragging the axis or using the
numerical inputs in the Object Parameters panel. For the numerical inputs, press the
middle mouse button while hovering over the up/ down arrows, and drag the mouse up/
down to interactively change the values. Additionally you can use the mouse scroll wheel
or hold down the Ctrl key to change values in larger increments.
* The Ctrl key in Windows corresponds to the Cmd key in Mac OSX, so wherever the Ctrl
key is used on a shortcut, Mac users should use the Command key.
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