All posts relating to Maxwell Render 1.x
By contact7
#253856
so Tom we have to have high resolution objects in order to get proper results. Perhaps this should be mentioned in the manual, cause -correct me if I'm wrong- I've read that even a low res sphere would suffice.
Thanks
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By jurX
#253859
so Tom we have to have high resolution objects in order to get proper results
This Dis-Sphere was created with a base-cinema4D-sphere (288 polys)
You can get a result like this from a SP from 100-150...I think 288 polys are not really high resolution..... :wink:

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best regards jurX
Last edited by jurX on Wed Nov 28, 2007 8:35 pm, edited 2 times in total.
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By Fernando Tella
#253860
jurX wrote:There is no real Limit,...but at a point you will not see more precision,...so I think you will not need to go higher than SP 150.

cu jurX
I think that depends on displacement map resolution. I've needed to go to something like 450 to get nice results with some maps.
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By jurX
#253862
this map has 1024x1024..thats ok imho
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By KurtS
#253870
Renato Lemus wrote: That floor totally rocks!!
any chance to see the displacement map?
Thanks Renato!

The maps used looks like this:
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The displacement map (in front) is 1024x1024px, and is a 16bit png file.
By f.tony.torres
#253873
When is everyone going to start uploading these awesome materials!!!??? :shock:
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By KurtS
#253884
f.tony.torres wrote:When is everyone going to start uploading these awesome materials!!!??? :shock:
I think that there should be a second materials scene that works better with displacement...

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By tom
#253890
KurtS, the stones material is awesome! I'll ask the same question, did you set smoothing angle >=90 for this one?
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By KurtS
#253910
Maximus: thats a simple solution - and it looks like it works great for materials that very rarely will be curved anyway... :)

Tom: thanks! :) I did set the smoothing >90, but I guess the displacement is a bit exaggerated in that material, maybe this causes some problems?



another test:
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By Renato Lemus
#253916
:shock: :shock:
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By tom
#253956
KurtS wrote:Tom: thanks! :) I did set the smoothing >90, but I guess the displacement is a bit exaggerated in that material, maybe this causes some problems?
Yes, that could be. It's not always possible to cover all critical heights in that way.

Btw, here's one of my early test, your bulb reminded me... I've painted the texture myself in PS in 5 min. Displacement is very useful when representing such a detail. It's maybe not saving a lot of polygons but surely saving the time in modeling. That part in your bulb has long triangles though... I'd strongly suggest adding vertical segments and correcting the aspect. It will look much better and render faster. ;)

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