All posts relating to Maxwell Render 1.x
User avatar
By Xlars
#87540
Code: Select all
Geometry:

       Models made in 3ds max;
       Jar made using Loft, Shell and a little editable poly modelling.
       Oranges made using geospheres and FFD
       Wet on table made using a radient gradient map with noise as geometry (using volume select modifier).
       Ends of oranges are just cap'ed ends of half geosperes.

       Num Meshes: 16
       Num Triangles: 140934
       Num Vertexes: 71293
       Num Normals: 70597

Materials:

       Num Emitters: 2    (dome with MXI map)
                          (one plane to the right (100cm x 100cm) with D75, 2500W, color[254,253,238])
       Num Diffuse: 4     (paper is diffuse color:[228,228,228]) 
                          (table is diffuse, same bitmap in color and bump)
       Num Metals: 1      (Aluminium with a small bump map set to 5)
       Num Plastics: 2    (Orange "open" is plastic, uR:0, vR:0, Abs:0.1,Scat:0.1, same bitmap in color/bump) 
                          (Orange outside is plastic uR:0.4, vR:0.4, Abs:0.5,Scat:0.0, same bitmap in color/bump))
       Num Dielectrics: 2 (Jar: glass crown of barium LBC1, uR:0, vR:0, Abbe:150, Nd:1,541, white)
                          (Juice: glass crown, uR:0, vR:0, Abbe:59,6, Nd1,518, color[237,239,172])

Bitmaps:

       Num Bitmaps: 6 (Orange outside, Orange inside, Table, bump on metal, MXI lightmap, .. forgot the last one)

Render Options:

       Burn: 0.8
       Monitor Gamma: 2.2
       Film ISO: 100
       Shutter (1/s): 15

System:
       Windows XP, SP2
       Xeon(TM) CPU 2.66GHz
       2.66 GHz, 2GB RAM
Image


The textures for the "cut orange ends" was made by putting a fresh orange i my scanner .. and then adding some more edge in photoshop to be on the safe side when using them as textures. That orange juice almost ruined my scanner (they are more wet than they look :D ) Here they are if anyone in this forum are interested in the textures:

Image

Image
Last edited by Xlars on Thu Dec 01, 2005 9:39 pm, edited 1 time in total.
User avatar
By Xlars
#87550
blueplanetdesign: Yeah, I used a static bitmap as bump on the orange peel matching the color map (not that good result so I have to give it a go again). All I use noise for is for creating the pattern of the wet spots on the table, but converted to editable poly geometry (without any procedurals) before rendering with Maxwell beta.

Cool thanks for the file I will have a look and experiment a bit with it, even though I still have not really found good settings for porcelain using Maxwell beta with 3ds max. I would love to add a plate to my scene here sometime 8)
User avatar
By blueplanetdesign
#87551
Thanks, great stuff.
User avatar
By Xlars
#87573
Kevin Sutherland wrote:Hi Blue,
I made a render recently with wet blood on a chair. I did it by using a red blood spatter as a diffuse and then a white copy of the blood spatter with a black background as a gloss material for it.

That the blood area apears wetter (shiny) that the surrounding map, you can see theeffect in my Maxwell user gallery.

I hope this helps
:)
Very cool looking blood, and thanks for sharing the hint.
User avatar
By abgrafx3d
#87623
Very nice image :) and thanks for the textures and info!
User avatar
By Xlars
#87781
abgrafx3d: Thanks Wayne!
User avatar
By Micha
#87974
My suggestion: dosn't use this clean chrom metal. Use a plastic shader with a diffuse component instead, for example specular 150 and diffuse 100.
User avatar
By Xlars
#88455
Micha wrote:My suggestion: dosn't use this clean chrom metal. Use a plastic shader with a diffuse component instead, for example specular 150 and diffuse 100.
Ah I never tried making a chrome metal using a plastic shader my self, I guess it somehow should be made like a mirror (reflection all white?). Thank you for this cool idea, I will try.
ArtDikov wrote:SUPER!
Thanks :)

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