All posts relating to Maxwell Render 1.x
User avatar
By Mihai
#253237
Nice work!

Some challenges for you guys:

Foam

Bubble wrap

Plaster wall

Tire threads

Cutting patterns for crystal glasses

:D
User avatar
By simmsimaging
#253240
Max - that snakeskin is killer! Maybe this is just my ignorance showing, but how the hell do you get that 3rd dimensionality from a 2D displacement map? it looks like it displaces up *and* in/out - is that right? In other words - your snakeskin shows displacement around corners, which looks awesome. How does that work?

b
User avatar
By jomaga
#253244
Very good work Max!

One more:
Image
User avatar
By Maximus3D
#253247
Tom: Hehe thanks man :) smoothing angle for the materialball mesh or ? if so nope the mesh is untouched, i just load it in and slap on the material and hit render.

Mihai: Oww, those are tough one's to create. I already tried bubblewrap plastic but it just looked like glass with bubbles. Foam i have no clue how to make nice, it's such a difficult material to do in more ways than one. Tirethreads and plasterwalls are relatively easy. :)

Brett: I'm glad you like it, although i can't take full credit for it since it's originally created by a Vray user and shared on the Vray materialsite. However recreation like this takes a bit of work and time to get it to look correct (i've done this before as you probably know). How the dragonskin can appear that 3 dimensional is because of the way the displacementmap is created, to be completly honest it's simpler than you may think. Just take a look at the map below.

The darker areas as you know are lower and the brighter one's are higher up and then with some clever fiddling then you can get it to look like each tile of the skin slides in under the other.

Image

jomaga: Thank you! :) and good work yourself because that one sure is a looker :shock:

/ Max
User avatar
By simmsimaging
#253256
Thanks Max - I guess it's just the curved surface of the sphere that makes it look like the displacement actually curves under itself. I'll have a play with that map.

Cool work in any case!

b
User avatar
By tom
#253262
I've meant the smoothing angle for ring test object. Because, if you pay attention to cut ends of the ring, you'll notice black holes with displacement. Setting angle 90 or greater would keep the continuity better.
User avatar
By Maximus3D
#253269
Brett: No problem, but i as always misunderstood what you asked :) (sorry). I guess it was just a lucky strike the way the displacement wraps around the mesh so nicely. Btw, all these materials i posted so far except for the pinecone can you grab from the MXM site, they've been added. I'll be preparing the pinecone now and uploading that one within 10 minutes from now.

Tom: Oh i see, ok sorry for misunderstanding you. Usually i don't mess with that parameter but i'll keep that in mind and try it out if it looks bad for some reason. Btw thanks :)

And.. now the pinecone is finished and i'm satisfied with it's looks.

Image

/ Max
User avatar
By -Adrian
#253297
Can't break Max's stride :shock:

Monsterkill
Ultrakill
GODLIKE!
User avatar
By NoahPhense
#253301
Is there a full tutorial on displacement yet?

- np
By JCAddy
#253312
There really isn't a need for one is there? Check out the detailed explanations of all the settings in the new manual.
User avatar
By NoahPhense
#253324
JCAddy wrote:There really isn't a need for one is there? Check out the detailed explanations of all the settings in the new manual.
Ok true.. was trying to be lazy.. damn ;)

- np
By superbad
#253361
Wood with displacement grain instead of bump. This renders incredibly slowly.

Image

EDIT:
Ran it again with the same map used as a bump map instead of displacement. The difference is pretty subtle, and it ran about 4 times faster.

Image
Last edited by superbad on Tue Nov 27, 2007 2:31 am, edited 1 time in total.
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