Page 1 of 2
a voxel shader for Maxwel
Posted: Sun Dec 18, 2005 3:36 pm
by Hervé
I think it's time to say that we absolutely need some maxwell shaders
smoke, explosion, grass... and so on.... we can't just render nice textured polygons when other render engine have so much to offer...
Nice, it will be unbiaised, but today I fear that is just not enough...
Clients will choose a biaised render with all "candies" Vs. a non biaised render without "candies"...
I'd really like to have a POV from NL on This other than, yawn.... yep, we 're aware of it..."
.... or I am going to start thinkng Maxwell is in Fact designed for only Industrial design objects, like Whiskey said...
Now you have the chance to vote..

Posted: Sun Dec 18, 2005 3:42 pm
by Becco_UK
Yes, especially for Next Limits' RealFlow particles. Wastes loads of system resources using RealFlow generated mesh.
Posted: Sun Dec 18, 2005 4:06 pm
by killian2828
Yeah, it would be nice to have some smoke etc.
What can't be used from real flow in Maxwell?
Posted: Sun Dec 18, 2005 6:50 pm
by Micha
I wonder me, we don't have a working basic engine and you are wishing new stuff. I think, NL has other problems.

Posted: Sun Dec 18, 2005 7:01 pm
by zoppo
Micha wrote:I wonder me, we don't have a working basic engine and you are wishing new stuff. I think, NL has other problems.

i second that!
and again - i become a schnitzel!

Posted: Sun Dec 18, 2005 7:46 pm
by Kabe
Well, let's first wait for NL to enable fog again before asking for smoke, please.
What fog? Well, there was one to be released "soon" 11+ months ago:
http://www.maxwellrender.com/forum/view ... olumetrics
Kabe
Posted: Sun Dec 18, 2005 11:30 pm
by SMB
Haha, three germans..
Well, I'm too, but don't you think it is important to not stop and dream as well.
If there weren't visions of an undone future, maxwell wouldn't be here..
Then, I think, 'fx' like smoke, fire etc is essential for realism and needs to be implemented. I don't see why this should be harder to do than in an unbiased renderer. Probably in the opposite. Approaching this task with an otherwise 'faking' renderer should lead to worse results or dead-end streets. One can only wish computing power further developing affordable though..
smb
Posted: Mon Dec 19, 2005 7:23 am
by Shawn
I voted "Double Yes"
Posted: Mon Dec 19, 2005 8:15 am
by Hervé
Micha wrote:I wonder me, we don't have a working basic engine and you are wishing new stuff. I think, NL has other problems.

Micha.... I am no wishing new stuff Dude, but depend on what is your market, I want the minimum of today's technology...
Even you said what good Maxwell is if we don't have access to basic stuff like maps..
take a cigarette, smash it... what's left ...? a cigarette... no ... a piece of shit...
the geekiest 3D app does grass, hair, skies... and stuff today...
and btw, don't be confused,....their problems are not mine... just so you know... and yes I want the best.... and yes I want it RIGHT NOW !!
I guess I am just not the cute patient daddy everybody thinks I am...
no offense, but I think this is very important...
and also they don't have problems anymore.... what you don't trust Tom & Victor....? Com'on, be serious...

Posted: Mon Dec 19, 2005 12:39 pm
by Mihai
Ofcourse these things are needed Hervé and I think lots of things will be solved by displacement, like grass, terrain, organic stuff. Hair on the other hand is more complex, wouldn't really work with displacement and would need a special shader. Just turning the hair to geometry before rendering wouldn't be an option except for relatively small amount of hairs. For a furry animal it wouldn't be practical.
It's difficult I think because hair solutions for other packages use their own renderers or "addons" working together with the main renderer for the shadows....how would you take a hair model generated by something like C4D's new hair module, and import that into Maxwell? Taking into account the guidehairs and the interpolation used by the module? Then there are other hair solutions, all of them working differently.....Maxwell has to make sure the hair you see in the viewport will be interpolated the same in the render...how should Maxwell handle the integration of 4-5 different hair solutions? You got hair for XSI, hair for 3DMax, hair for C4D, Shave & Haircut....and the other one, forgot it's name..
Or should Maxwell make it's own complete hair solution?
In either cases, I wouldn't expect any type of hair rendering soon, unless you just turn it into geometry but not all hair solutions let you do that, plus there is no special hair shader so it would be difficult to make good looking hair.
Posted: Mon Dec 19, 2005 2:22 pm
by Hervé
as you said, and you're right... (I was waiting this response) Maxwell has no other choice than getting its own hair shader...
the basic guides geometry would be handled by users from their modeling apps... with precise rules for later integrating them into Maxwell and having the MaxwellFibers Shader handle the render...
would that be possible... if so good, because one ould also animate its guides in their native 3D apps...

Posted: Mon Dec 19, 2005 9:09 pm
by DELETED
DELETED
Posted: Fri Jan 12, 2007 2:30 am
by deadalvs
still wanting ...
Posted: Fri Jan 12, 2007 3:18 am
by michaelplogue
OMG! Whiskey is back!!!
Welcome back dude!!
I agree with this request - and I understand it would be very difficult to implement. However, I can use Brazil or V-ray with Max Hair and Poser/BodyStudio dynamic hair.
Hair, clouds, etc are all atmospheric effects. These systems would still need to be converted into polys (the way NURBS are) on the fly by the plugin, but it should still be doable. You shouldn't really need to mess with the core renderer - just the plugins (which are already 'custom' jobs already).
Posted: Fri Jan 12, 2007 3:23 am
by deadalvs
did You see how old this thread is ??
