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Exporting Textures From Sketchup to Maxwell Studio

Posted: Thu Nov 08, 2012 1:13 am
by rogersalph
Hi Guys,
I'm having issues with texturing from Sketchup into Maxwell. The scale of the UV's is edited when I reapply the same material in Maxwell. Please find the problem described in the two images below:

Sketchup Materials:
http://minorityexpress.wordpress.com/20 ... uring-uvs/

Maxwell Materials:
http://minorityexpress.wordpress.com/20 ... ng-uvs-02/


Notice that the wood textured appeared bigger than the one in Maxwell. I am currently running maxwell 2.7.0. I have never had this issue before. This is the first time I am experiencing this. Any help?

Re: Exporting Textures From Sketchup to Maxwell Studio

Posted: Thu Nov 08, 2012 8:42 am
by Mihai
That material probably has real scale tiling turned on? See this page in the docs about texturing in Studio for more info:
http://support.nextlimit.com/display/ma ... +in+Studio

Re: Exporting Textures From Sketchup to Maxwell Studio

Posted: Mon Nov 12, 2012 12:15 am
by rogersalph
Hi Mihai,
I have checked the real scale and you were right. Thanks mate!

Comments, Critiques and Improving Maxwell Workflow

Posted: Mon Nov 12, 2012 1:31 pm
by rogersalph
Hi Guys,
The reason why I have posted up this thread is to avoid future questions and remarks that I might have during the process of setting up my renderings. I will channel all my thoughts, questions and ideas into this thread to ease the process of starting a new thread each time I have a new question. I am not sure if the moderators would agree with me on this but it is worth a try. I hope to be receiving as many answers as possible for my queries/doubts/etc. I encourage any new maxwellers out there to post any questions you might have regarding the techniques I have used in my images and I am more than happy to share my settings here.


First off, I would like to start off my post by asking about:

1) Alpha Channels:
I have read a bit about it somewhere a while ago, and if anyone of you may have the answers with you on your fingertips, I would appreciate it if you could post your answers here. What is the quickest way to render so that a sky could be photoshop in easily? I know that there is an option under Vray that you can render and save as PNG. There would not be a default sky for the file. This however does not work so well with Maxwell as there might be a black/blue/gray outline depending on the colour of skies used.


For instance, the image below have a gray sky and it would take me an hour to crop out the gray sky and replace it with the intended sky.
http://minorityexpress.wordpress.com/20 ... 3_pebbles/


2) Image Brightness and Contrast:
Analysing whether an image is good for printout can sometime be a painful task. I have recalled that there were numerous times when the renderings appear crisp and sharp on screen but would turn out dull and dark during printout. I have to tweak this process sometimes and reprint to make sure that the image is not over/under exposed.

For example:
http://minorityexpress.wordpress.com/20 ... ild-grass/
http://minorityexpress.wordpress.com/20 ... _lotus-01/

These two images appear fine on screen, but appeared too dark when printed out. I have to readjust it in photoshop to get the brightness right. Which leads me to the other question...

Are anyone of you familiar with the software photomatix and lightroom where you would merge 3 images to create HDR's? I know that by having three images, you can potentially expose a scene with three different exposures (just like how you would do in real life photography) to get the best shadow, detail and lighting.


3) Rendering with Lights Turned off
I have noticed that in most of my renders, the lights are usually turned on. However, most good visualization artists have their lights turned off in their day renderings and I am yet to master this technique.

Take this image for instance, the lights are turned off and you can actually see the filament of the bulb. Is it possible to do this in maxwell and does it mean that all you need to do is play with the iso, aperture values and decreasing shutter speed to get as much lights in the scene as possible without necessarily relying on the internal lights? Or would you need to know further settings to get this to work? Thanks!

http://www.ronenbekerman.com/forums/fin ... =cam04_jpg


P.S: I am extremely happy with the new Maxwell Grass and I was wondering if it is possible to save the settings into a file and importing it as a material to a new scene? I find it a waste of time having to manually key in the same parameters each time. The same applies to the sky settings as I have to perform repeated tasks. It would be great if someone could inform me as to how you could import the settings just as you would with material pre-set which you have saved.

Re: Exporting Textures From Sketchup to Maxwell Studio

Posted: Tue Nov 13, 2012 12:31 pm
by Mihai
1. Yes, turn on alpha channel in render options :) For simplest way, save the render as either PNG or TIFF which support embedded channels and set the channels option to "Embedded" instead of "Separate". This way your PNG will already be cut out when you open it in PS, and the only thing you have to do is go to Layer>Matting>Remove black matte so it removes the small black edge from where the render was cut out against the black background.

More info:
http://support.nextlimit.com/display/ma ... ha+channel
http://support.nextlimit.com/display/ma ... s/Channels

2. Depends on your printer ofcourse but from those two extreme wide angle examples I would first reduce the natural vignetting that occurs with such a wide angle lens. You have the Devignetting parameter in Maxwell to remove that, and it will remove the darkening at the edges (Vignetting).

No need to save three separate images from your render and merge them - you already have your HDR which is the render. Just save it as 32 bit and you can adjust it as you like in PS, even use the Image>Mode>8 bit to transform the render from a HDR of 32 bit into a low dynamic range image of 8 bit using Local Adaptation in PS.
You can also open your MXI directly in PS using the MXI plugin, which is often easier as you also have all the other channels in the file.

http://support.nextlimit.com/display/ma ... /Photoshop

3. It's all about the exposure really but keep in mind in many interior photos you see, they didn't just walk in and started taking pictures. There are usually some lights placed to give nice highlights and maybe even out the lighting so you don't have parts that are too dark.

Depending on your plugin, you do have the possibility to save grass presets but these will be available only for that plugin - you can't load such a preset into Maxwell Studio for example. You can however for the Physical Sky, you can save a .sky file and load it in all plugins/Studio.

http://support.nextlimit.com/display/ma ... ysical+Sky

Re: Exporting Textures From Sketchup to Maxwell Studio

Posted: Thu Nov 15, 2012 1:00 am
by rogersalph
Works like a charm once again. Thanks mate!
http://minorityexpress.wordpress.com/20 ... n-maxwell/


I've got a question on this particular image which I have rendered. It is currently at SL 16.94. Do you think the noise is likely to clear at 20?
Is there a way to speed up the process? Or do you think there is potentially an issue with the material settings/environment?

http://minorityexpress.wordpress.com/20 ... -sl-16-94/


Thanks!

Re: Exporting Textures From Sketchup to Maxwell Studio

Posted: Thu Nov 15, 2012 2:19 pm
by Mihai
Difficult to tell from the tiny screenshot but it looks like you are using real glass for the windows, in which case you'll get caustic light shining through the windows - can take a while to clear up sometimes. You can instead use "AGS" material for the windows:

http://support.nextlimit.com/pages/view ... Id=3932308

Re: Exporting Textures From Sketchup to Maxwell Studio

Posted: Wed Nov 21, 2012 2:36 pm
by rogersalph
Thanks for replying once again.
I did a combination of the two comments which you have made. The photoshop action list which is shown in your link is really useful to remove the black edges on the rendering. And more importantly, it saves me heaps of time. Here's the outcome of the two images below:

http://minorityexpress.wordpress.com/20 ... -progress/

http://minorityexpress.wordpress.com/20 ... rogress-2/



One comment that I do have is that the two images appear rather surreal than realistic which I have hoped for. The components such as the trees (xfrog) and gravel (arroway) that I have used in this renderings appear rather flat. The white weather boards which I have used appear rather fantasy like.

Would you have any advice as to how I can improve the renderings? Would it be to model every single component of the building and texturing down to the dirt of the material to achieve the realism I have hoped for? Or should I pay more attention to achieving this through the post production stages?

Would any of you happen to know where I can get links to create a good material for leaves and branches especially for Xfrog trees? I have had countless attempts in creating leaves and branches and they always appear artistic rather than realistic.

Re: Exporting Textures From Sketchup to Maxwell Studio

Posted: Wed Nov 21, 2012 5:12 pm
by Bubbaloo
rogersalph wrote:Would any of you happen to know where I can get links to create a good material for leaves
http://www.turbosquid.com/FullPreview/I ... /ID/525567

:D