All posts relating to Maxwell Render 1.x
User avatar
By tok
#259928
tom wrote:I think it's a problem with sunlight. Did you try with emitter? Also what happens when you add more horizontal segments to your cylinder?
If I add horizontal segments Sketchup does not export them (probably finds them needless). But you are right: if I use an emitter instead of sunlight the shadow becomes soft. However, I would like to use the sun's features.
User avatar
By tom
#259942
As the sunlight is very directional it hurts the shading diffusion with bump, in this case I'd suggest you using displacement instead.
User avatar
By tok
#260044
I see. Can you give me a hint how to get rid of the displacement edges?
User avatar
By tom
#260051
Set object smoothing angle >=90 and hit Recalc, then turn on Smoothing option under displacement.
User avatar
By tok
#260192
Image
Image

Whatever I do - the result doesn't make me happy …

1 bump map
2 displacement instead
3 displacement + smoothing angle >=90
4 rounded model + displacement
User avatar
By tom
#260214
It's because you need a proper initial topology like on the right.

Image
User avatar
By tok
#260223
So it seems to be a Sketchup issue (I don't see a way yet to export a topology like that). Maybe the question should be shifted to the Maxwell-for-Sketchup-forum. Thanks for your answer!
User avatar
By tom
#260231
It's rather about initial creation than an export issue. Although, I don't know if it's possible in SketchUp but the mesh on the left is quite away from how it should be, not only about displacement.
User avatar
By tok
#260236
Well, I can create a mesh like the right one in Sketchup whith the SU smoothing function switched off, but the edges I place on top of the model will not be exported. If I smooth by 90 in Maxwell then, the rendering result will turn out as shown below.

Image
User avatar
By tom
#260300
Hmm... if you need the displacement wrap the corner better and not squeeze in the middle of the top cap, you'll rather need something like this. A triangulated cap and a bevel. It's because displacement maps in practice are usually derived from the brush strokes on a subdivided base mesh and the topology is running fine with no sharp turns and made of well proportioned triangles. But, now with this cylinder what we do is an artificial scenario. We're trying to map the description of elevation on a primitive using a common projection method which ends up poorer than expected. So, that's why we further need to take care of the base mesh and make these changes. But if you didn't need to render the corner and the cap but only the cylindric side, that wouldn't be a problem. I hope you still have a chance to create this newly suggested topology in SketchUp.

Image
User avatar
By tok
#260324
Thanks again, Tom. Yes, I could create a topology like the recommended one in Sketchup, but I am afraid that it would be unexportable at the moment. (Maybe another Sketchupper knows a workaround).
User avatar
By tok
#264213
The sunlight issue is rather persistent. Another try with a sphere instead of a cylinder. The geometry was exported with the new beta Sketchup plugin. A sphere exported from Cinema 4D will look exactly the same, so it is ok I assume.

Image

This material uses a bump map:

Image

And this one only displacement (smoothing angle 90):

Image
User avatar
By Bubbaloo
#264235
Is smoothing on in your displacement settings?
Also, what is your displacement precision set to?
I have found that if you set displacement precision too high, you will see the faces of the mesh like in your example even if smoothing is on.
User avatar
By tok
#264270
You are right, Bubbaloo: reducing the displacement precision (in this case from 500 down to 5) reduces the artefacts too. They don't dissapear completely here, however, though the texture is extremely coarsened. (Smoothing is on.)

Image
By numerobis
#290421
ok... one year later... :D
is there any solution for this problem available?

there are many roundings in my ongoning project... if i try to smooth them all in post i can paint the whole picture by myself... :cry:
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