Any features you'd like to see implemented into Maxwell?
User avatar
By 3dtrialpractice
#10379
_im writing as a maxwell for maya user

1) a "Bloom" light energy effect, a spec glow that flares up in the camera a plus would be to have it as a seperat output layer w/ alpha for comps .ie part of the spec or flare channel output - and lens flare from sun or emmiters

2) fog on light emmiters, with a stand in manip (a sphere like the volume light has)so you can have a falloff radius control

3) a compas system and sun's position relative to scene indicator

4)a light meter as - even as simple as a locator with an eextra attribute and you place it in the scene and gives ya light energy readings - a huge thing would be extra attributes on the camera to read the light energy viewed by the camera(locator parented to camera that takes light in based on the camera fov and gives you the reading)

5)the abitily to have env fog control through a ramp relative to the camera so one does not fill the whole scene, just what the cam is looking at.

6)a grain control- so that rendering on a low quality would render faster sampling bigger areas. As you change to higher qualities the grain gets finer-- this would be the BEST connected with the ISO of the camera so small (1-200) would be fine grain longer renders and as you go up to 400-800 the grain gets larger.-this may not be possibel due to the way maxwell's core code processes but its nice to wish

7)A way to set the grain size based on distance from camera- or maybe a way to control where the computation is rendering so things close and far that my be blured at render will get larger grain to save computation time

8)a way to set filters on your camera via a ramp - so you could grade your image in camera

9)a double focus lens system-like in "resevouir dogs" were ther ar two areas distanced apart are in focus but the area between em isnt- of course you could do that in passes and comp it but it be great to go outside the box and have "upgrade" lens to be added for rendering- maybe be able to buy new lenses for maxwell.

10)maxwell shader to work with sampler info node so you can texture something by its facing ration to the camera


k thats it for now.
-cant wait to think up another list of wishes
-luke
By Takumi Takahashi
#10384
luke,

Good stuff. Especially I want those lens-flair effects as in Maya (or Studio's optical effect), even though it is still do-able in comp, you want the retina or lense 2D flairs if Maxwell is to be the "optically correct" renderer.
Also once camera is animated, those flair should move around as well.

-tak
By jep
#10401
3dtrialpractice,
the type of lens you speak of that has two seperate focuses is called a "split diopter" lens.
By DELETED
#10403
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Last edited by DELETED on Thu Mar 17, 2005 4:30 pm, edited 1 time in total.
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#10404
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By DELETED
#10412
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By Takumi Takahashi
#10421
I couldn't agree more to all posts by 8etty on this thread .

Implementation may be a bit hard to do all the profiling of lenses - how to model them etc. We might need spline-based (ie., NURBS) modeler to come up with lense models - but then again how difficult can it be to simulate the real lenses ? Can't they be faked to some degree (2d effects) ? - well, I 'm just thinking out loud now... but I sure would like to be able to manipulate lense properties + specify number of lenses etc.
User avatar
By j_man
#10450
Just my thoughts 8etty, even a pre-set list of lens types, glass and make up could give interesting results. things that would be difficult to add alter.

J.
User avatar
By tom
#10495
i don't think it will be hard to simulate the complete lens set with detailed parameters...
haha man, I believe Oscar, Albert and Ignacio or just one of them can extend the camera code in a few weeks
about this feature but I am sure it will MULTIPLY the rendering time to thousands! :lol: :lol:
so it's not very necessary before even version 3.0
don't misunderstand me 8etty, i agree with you but i think we need
more important things b4 this. :wink:
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