Any features you'd like to see implemented into Maxwell?
User avatar
By Mihai
#24161
If all the threads about glass-water dilemma are too long to read through, in short:

It would be great if we could tell Maxwell a distance limit, and two poly faces within that limit should be considered as lying one on top of the other, with no space, or "air" between them.

The posts with more details:
http://www.maxwellrender.com/forum/view ... 5&start=30
User avatar
By tom
#24233
tolerance :roll: yes yes... tolarance :roll: no no tolerance... hmmm tolarance...
User avatar
By Mihai
#24234
no no.....it's "Ray Distance Tolerance", or lets please the acronym freaks and say RDT.

Btw, I already patented it.
User avatar
By tom
#24235
you selfish! ..heheh :lol:
no i patented it first... it's TTT ... Tom's Tolerance Trick ;)
User avatar
By Aldaryn
#24360
I second this wish. :)

Isnt its hard to say TTT? 3T maybe? :)
User avatar
By hdesbois
#24836
I second this too, but it would be great if we have also correct handling of refraction through coplanar polygons.
Sorry to post such an ugly pic, but :
Image
this is how coplanar dielectric polygons (normals facing oposite ways) render now. Liquid inside is suposed to be wine.
HD
User avatar
By tom
#24873
:shock: wow a magic render!
User avatar
By Aldaryn
#25009
hdesbois wrote:I second this too, but it would be great if we have also correct handling of refraction through coplanar polygons.
If youve got a TTT, :) it'll deal with this coplanar issue automatically also. Coplanar polygons are always within any threshold. ;)

A.
User avatar
By Kabe
#25024
Regarding the coplanar surfaces: This would be handled by the RDT as well. Unfortunately I don't know of a single implementation of RDT in any software renderer, which points to a problem that's hard to solve. Coplanar surfaces are quite bad anyway...

IMO it would be perfectly sufficient to supports NDs lower 1, because then a liquid overlapping the glas renders just fine.

Kane
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