All posts relating to Maxwell Render 1.x
User avatar
By subspark
#274899
I have undertaken a maxwell rendering project for my latest collection of works. The sun grazes the silhouette of this futuristic cityscape in a harmonious blend of photorealistic light transport and fantastical design. Or so I wish...

What is it that makes real-life halo effects bleed out behind objects rather than suddenly appear when enough of the light is exposed and how do I achieve that effect in Maxwell?

Using SimuLens, I have created an ideal lighting situation however it's effects feel unnatural, linear and computer generated. Please see below:

Top = Desired Effect / Bottom = Maxwell's Effect
Image

On another note, are godrays/jesusbeams/lightshafts supported yet?

Cheers,
Paul.
User avatar
By Hybaj
#274919
subspark wrote:
On another note, are godrays/jesusbeams/lightshafts supported yet?
For a quick note - those terms refer to effects used in game engines. In the rendering world it's known as volumetric lightning ;)
User avatar
By Bubbaloo
#274922
Hybaj wrote:
subspark wrote:
On another note, are godrays/jesusbeams/lightshafts supported yet?
For a quick note - those terms refer to effects used in game engines. In the rendering world it's known as volumetric lightning ;)
Volumetric lighting.

8) Couldn't resist...
User avatar
By subspark
#274946
Actually you'll find the term Godrays is also used in Eon Software's Vue and is quite common in the rendering world. I drew the term from Vue. Jesus Beams was just me being silly on a Saturday night with a beer in one hand and a severely depleted vocabulary capacity. :P

Cheers,
Paul.
User avatar
By Hybaj
#274956
Bubbaloo wrote:
Hybaj wrote:
subspark wrote:
On another note, are godrays/jesusbeams/lightshafts supported yet?
For a quick note - those terms refer to effects used in game engines. In the rendering world it's known as volumetric lightning ;)
Volumetric lighting.

8) Couldn't resist...
Bubbaloo, you got me there dude :D

So Eon guys were the ones who came up with the silly name godrays?? Damn..

Btw Fryrender has a very interesting implementation of sun volumetric lighting (which is fast and works great). But shhh it wasn't me who told you this ;)
User avatar
By subspark
#274979
Btw Fryrender has a very interesting implementation of sun volumetric lighting (which is fast and works great). But shhh it wasn't me who told you this
Thanks for the info, Hybaj. Sounds interesting.

Cheers,
Paul.
User avatar
By Maximus3D
#274982
It should also be mentioned that Fry's solution to "godrays" is a post process, meaning it will render out a pass with the lightbeams which you then in a program like Photoshop comp in to your final rendering to get the volumetric light effect you desire. It is not a actual feature which automatically adds those rays in your rendering depending on the physical sky settings you have set. It's a post process effect.

/ Max
User avatar
By subspark
#274983
The beauty of Maxwell is that everything is based off of real-world properties and phenomenon. The more accurate the simulation, the more realistic the images will be. The other thing that Maxwell does well is make this complex technology, simple to operate for the end-user.

I hope more and more real-world properties are modeled by NL and implemented into Maxwell Render soon.

Cheers,
Paul.
User avatar
By subspark
#276445
Anyone know how I can achieve the desired effect as stated above in my first post?

Cheers,
Paul.
User avatar
By Hybaj
#276463
It would take ages with a SSS material. I don't know which app you use but I guess almost all of them have built in volumetric light capabilities so just use the same camera and put an omni in place of the Maxwell sun (or use built-in sun light system) and render out the alpha for the volumetric channel and do the proper composition in Photoshop.
User avatar
By subspark
#276469
I wouldn't need to go that far. There'd be no point. But thanks for the suggestion. I just rendered two versions, one with simulens and one without and diff'd the two. My goal is to achieve as much accuracy as possible and it would be nice if maxwell could accommodate this effect in general. I'm not so much speaking of godrays but rather my initial dilemma that everybody seems to have overlooked or forgotten in my first post.

My main question being is the said effect already possible in maxwell and its just my settings that are wrong or is 'asymmetric' scattering of light simply unsupported at this time?

If so then its just me and Photoshop this time. Otherwise its happy rendering of the most photorealistic synthetic scene ever! :wink:

Cheers,
Paul.
User avatar
By subspark
#280397
Hybaj, I've done a bit of video research and I understand what your getting at. The reason for the sun to bleed out from behind something is if that 'something' is translucent or semi-translucent (SSS), sucking the light into an object and away from the sun. Is this correct? Should the sunflare created bu simulens actually pop out in an instant behind a non SSS object or does is still bleed out in some cases?

Cheers,
Sparks.
User avatar
By Bubbaloo
#280401
is 'asymmetric' scattering of light simply unsupported
Have you messed with the new sky settings? More possibilities may have recently opened up with 1.7.
Also, just an opinion, I think all these effects you are looking for have more to do with the lens of the camera than the geometry of the scene.
User avatar
By subspark
#280405
I had a feeling it might be like that. Thanks for the reassurance.
I had a look back in my posts and realized I didn't actually reference the version I'm working with. Sorry about that.

I've been using version 1.7 for a while now. This post is relevant to this version.

Cheers,
Sparx.
OutDoor Scenery Question

Hi Ed, I wouldn't class myself as a Maxwell Pro, […]

fixed! thank you - customer support! -Ed