All posts relating to Maxwell Render 1.x
#292895
I have a scene that is lit by hdri, but I added a few emitter planes for fill light. When I solo these lights in multilight I see basically pure black except for a few weird bright spots - maybe spectral highlights. This is very bizarre - I checked the object settings and all options are normal. Again, the hdri lights the scene perfectly normal - but any form of physical emitter does not. Bad timing at the end of a deadline!

Any ideas?

Thanks,

b-kandor
By JDHill
#292896
Are the surface-normals of the emitter planes pointing the wrong direction?
User avatar
By b-kandor
#292898
Hi Jd,

I wish it were so simple - I've never seen anything like this. One see is about 10 objects exported from solidworks and 2 objects exported from modo via the modo plugin. If I turn off the environment and have just 1 emitter it will light just the 2 objects from modo normally and leave weird bright spots where possibly there would be spectral highlights on the other objects that are glass and nickel mainly.

I running test now with alternate materials to try an determine what is causing this.

Thanks,

b-kandor
By JDHill
#292900
Yeah, I didn't mean to be obvious, but that's really all that came to mind. If the file is small enough to send over a gmail account (~20MB, jdhill.mw4r4[at]gmail[dot]com ), I'd be willing to take a look at it.
User avatar
By b-kandor
#292936
I think it could be 'pebcak' or 'problem exists between chair and keyboard'. I was very bleary eyed trying to figure this out last night - but with alpha on and the environment off, shining a light a glass and highly reflective metal is showing what I see. Cleverly, after I posted here I switched the mats to just plain stock colored plastics with high roughness and it looks fine. So - it was all me :oops:

Although I will add, and will post to the modo plugin section. That the directional lights imported by default to studio from modo wreak havoc with the opengl viewport - creating infinately large pure black polygons that flicker in the viewport.

Thanks,
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