All posts relating to Maxwell Render 1.x
User avatar
By Leonardo
#187176
Where is Maximus??? he will host it :lol: (such a good guy :D )

leo
Last edited by Leonardo on Mon Oct 02, 2006 9:13 pm, edited 1 time in total.
User avatar
By Tim Ellis
#187257
Update:- SL16.67 merged co-op renders. Total render time at about 17hrs.

Image

Zoom :arrow:
Image

MXS file is 300MB without the HDRI. :shock:

Tim.
User avatar
By tom
#187302
Tim Ellis wrote:It is re-rendering now whilst I'm at work, with the indirects on, but with no noticeable difference. I didn't turn off the master indirect reflections/refractions, but turned them off in the indirect caustics box. This is why I don't think they turned off.
Since they don't affect rendertime, you should activate all and they would effect such setup dramatically. It's hard to compare the difference though but it's theoretically there and practically makes sense with higher samples.
Tim Ellis wrote:I placed them by hand and some are intersecting, if not all because of the ears.
Rendering of glass-glass intersections are technically not possible. This is something you should avoid. It would always return you unwanted results and maybe those odd dark areas could be highy due to those intersections. See if you can prevent this.

Very nice update btw! I would like to know your dielectrics setting and I might have suggestions depending on what they look like.
User avatar
By Tim Ellis
#187441
Cheers Tom. I'll have a play with the mesh and cut off the ears.

I've spotted a few eyes that are intersecting with the barrel, so I'll tweak these too.

New 17 hr render has pushed the co-op SL to 17.7. I'll upload this with another render that's running tonight and set a new refined version rendering tomorrow night.


The glass material is the wizard standard glass. Purple (Maxwell assigned) 90' reflectance and green transmittance. I'll try to post a MXED screen shot tomorrow.

Thanks,

Tim.
User avatar
By Tim Ellis
#187612
Update:- Note 'Suzanne' is the name of Blender's primitive monkey head mesh. A variant of the tea pot thing.

Material test.
Image
Material setting.
Image
No barrels.
Image
The eyes are black because Suzanne is three joined meshes and I forgot to duplicate the eyes.
The nearest head has eyes still in place and you can see the refractions clearly.
The eyes need to be joined to the head, which I've now done. (Thanks Tom.)

Last of the incorrect mesh version. SL18.19 Nearly 48hrs of combined rendering!
Image
Image
I had to remake the whole Suzanne mesh, because I didn't want any intersecting mesh objects.

New version tomorrow.

Tim.
User avatar
By tom
#187680
Material seems perfectly fine! Now I'm impatiently waiting with the correct geometry and non-intersecting positioning. ;)
User avatar
By Leonardo
#187691
:shock: I really like the scene w/ just two monkeys :D Could you donate the scene I have the scene to play with it? :P


leo
User avatar
By Tim Ellis
#187778
tom wrote:Material seems perfectly fine! Now I'm impatiently waiting with the correct geometry and non-intersecting positioning. ;)
Image

8.5hr render SL13.5 BM 8.2. 5.95million tris. No intersecting mesh objects, at all. Not one. Zip. Nada. Nowt.

I think I prefer the original, the errors seem to give it something more than the new version.
Leonardo wrote: I really like the scene w/ just two monkeys Could you donate the scene I have the scene to play with it?


leo
Of course mate, I'll make it available tomorrow.

Tim.
User avatar
By Thomas An.
#187782
Hi Tim,

The glass material is not optimal. The attenuation is too high and that is why you see no contrast (dark areas).

In your shoes:
1. I would click on the transmittance color and set v = 250
2. Click on the Refl-0 color and set v = 5
3. Set attenuation = 3 cm

Using the above as a starting point if the glass is too green then decrease the saturation (say s=50) for both transmittance and reflectance0 colors, but leave the atenuation at 3cm (which should be a constant for common glass)

So in your case you could try:
Refl0 = HSV (139, 50, 250)
Trans = HSV (319, 50, 5)
Att = 3cm
User avatar
By Tim Ellis
#187783
Ok Thomas, thankyou very much for your suggestion. I'll run a new version with these settings tonight.

3cm attenuation, even if the largest heads are 20cm in size?

Cheers,

Tim.
User avatar
By Thomas An.
#187784
Tim Ellis wrote: 3cm attenuation, even if the largest heads are 20cm in size?

Cheers,

Tim.
Yes, the attenuation is a chemical property (the same with Nd and abbe). If you have thicker glass, its chemistry is still the same. Of course this is if your goal is for physically correct glass ... :)

Attenuation 3cm is for common every day glass.
Now if the monkeys are made out of fiber-optic grade highly purified scientific glass then you can use attenuation 40cm or higher... but it would look unnatural because we are not used to seeing such clear glass in daily life.
User avatar
By Tim Ellis
#187795
Thomas An. wrote:
Tim Ellis wrote: 3cm attenuation, even if the largest heads are 20cm in size?

Cheers,

Tim.
Yes, the attenuation is a chemical property (the same with Nd and abbe). If you have thicker glass, its chemistry is still the same. Of course this is if your goal is for physically correct glass ... :)

Attenuation 3cm is for common every day glass.
Now if the monkeys are made out of fiber-optic grade highly purified scientific glass then you can use attenuation 40cm or higher... but it would look unnatural because we are not used to seeing such clear glass in daily life.
Is this true for solid glass objects, or for glass objects of a thickness but hollow inside? (Similar to a chocolate egg.)

Cheers,

Tim.
User avatar
By Thomas An.
#187797
It is true for all glass objects, no matter how thick or thin (solid or hollow)... the attenuation is a constant regardless of thickness.
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