All posts related to V3
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By T0M0
#387513
from official Maxwell blog:

With PSD output support coming in V3.2, Maxwell will be able to save the render in PSD format in 8, 16 and 32 bits.
It will support multilayered PSDs so channels and light buffers (when Multilight is enabled)
can be embedded as separated passes. Coming very soon!
By PA3K
#387532
Maybe it is too soon, but I want to ask if 3.2 stereo images will be suitable for Samsung Gear VR.
Also I can not imagine, how stereo panoramas will work, because you should change camera position as you move head or "second eye". As you rotate head, subjects with different distance are moving against each other. Closer subject are moving faster. It could be this way - all pixels that can be viewed during rotation rendered and moving in final panorama based on distance and angle of the camera. But it will be probably function of the viewer, not image itself ... Please some competent answer :)
User avatar
By seghier
#387536
T0M0 wrote:check Mihai's blog :wink:

http://www.maxwellzone.com/news/maxwell ... neak-peak/

today is four months since latest early build, new wouldn't hurt :mrgreen:
Have you dreamed of rendering animations with Maxwell of liquids falling into glasses ??
this is nice feature :) and solve the problem of liquid in glass ; realflow to maxwell directly
User avatar
By Aniki
#387538
would also love to see a recording of that webinar.
User avatar
By Nova66
#387554
That's a great find :-)
The Lat-Long Stereo Lens sounds really promising but I'm not sure why it generates three images (Left, Right, & Centered). I'm wondering what the purpose of the Centered image is and will it take three times as long to render instead of just two times for the usual Left & Right eye images?

Andrew.
By numerobis
#387565
Nice, but still no caustics through dielectrics "fix" after 10 years? And still no better procedurals incl. a good dirt solution? Still no multitexture? And no GPU rendering?
User avatar
By T0M0
#387572
Procedural geometry emitters :)

Image

[source Maxwell Twitter]
By Igor Posavec
#387630
This image is nice - and it illustrates the current production problem of Maxwell renderer in combination with channels. The half of the render channels is currently generating incorrect output, and can't be used in the post-composting / image processing.
Probably no one here has used so far data render channels, otherwise someone would have noticed that the output damages all data information channels. If we would not program image fx applications where exact values are needed, i would not notice it alone either.

The problem is the render channel anti-aliasing. While it is correct to have aa in your reflection channel (pixel information) it is wrong to render World, UV or Normal channel with AA. Normal Channel, like World, is data information channel. It contains data vector information, which describes exact different conditions of a pixel. If you antialias them, you get rubbish. Each time you compose with Normal or World Channel you will see this ugly halo or dirt all around your object. This comes from antialiased data in normal, deep, world, UV channels.

The short bug report to this matter can be read here:
http://www.maxwellrender.com/forum/view ... 12&t=43660


My wish is to add, just like in max, maya (even Blender) etc - the option to toggle on or off the AA for certain channels. Otherwise you do not need to implement them in the next release, they wont be used much :)

Thanks for your inputs and ideas :)
best regards
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