All posts relating to Maxwell Render 1.x
User avatar
By Maximus3D
#254461
Björn: :oops: many thanks, to kind of you to say that :) i'm not so sure the MXM site can be exploited for commercial purposes like that, NL wouldn't be very happy if i did that. But a PayPal button sounds like a good idea, even tho i cannot access money sent to my PayPal account since i have no working creditcard. That part kinda sucks..

Andre: Oh nice and shiny! :shock: the map for the face could use some more tweaking but not that much, it's still looking cool!

Kabe: C4D has that too now ? sweet! i didn't know that. But good news :) although it's a shame that so far that tech is rarely used by anyone but that should change in the future. I hope so...

/ Max
User avatar
By KurtS
#254477
Nice coins, AndreD!
Reminds me a little bit on a test I made a while ago. Yours is a lot better of course, but i didn't use displacement (bump only):
KurtS wrote:Image
By bjorn.syse
#254502
Max: I wonder,.. just ask them. Perhaps they think it is a great idea to be able to add a donate-button right there at the MXM-gallery. That would be an extra motivator for people uploading their materials.. then there would be the "most donated materials-leauge" and everything. It would be cool.

You can still spend your money from that paypal account though.. donating other material-makers or something :)
User avatar
By cornetjr
#254581
For the rope mapping, how did you map the object? Did you do that in the native program you were using or did you map it in maxwell? I am curious how do users texture map complicated objects!
User avatar
By Maximus3D
#254582
Kurt: Those look fine even tho they're only using a bumpmap :) i still think coins need a custom painted heightmap to get proper eleveations for it's engravings. Lotsa work to do that but it pays off as it looks even more realistic.

Björn: Yes maybe, we'll see if they like it or not. But i'm afraid that would cause some unfairness on the MXM site and some unwanted type of commercial competition between different contributors (users) on the site. In the long run that could be the end of the site as everyone starts competing with everyone else for who has the most money and that would be a total disaster.

cornetjr: The rendered rope example image was done in C4D, it was rather quick'n'dirty done, meaning that i simply extruded the circular spline along the path and then added a UV mapping to that, cylindrical mapping should also work fine. And then just adjusted the tiling until it looked good enough and hit render. I can try to create a better example soon to show more how about how to use it.

I attempted to recreate a well known swedish chocolatebar by Marabou, this is yummy stuff :P although i'm not 100% satisfied with it (as usual eh..) i know colors are off on mine, somehow mine looks more like a brick of clay hehe

My Maxwell attempt at it
Image

And the yummy reference photo
Image

I'm having some major issues getting a grip around Maxwell's SSS, i can't seem to get any good results at all with it and i read the manual X amounts of times and run a infinite amount of tests and still it looks like it does without SSS. Is it really working ?!

/ Max
Last edited by Maximus3D on Mon Dec 03, 2007 6:35 pm, edited 1 time in total.
User avatar
By mverta
#254590
SSS is a factor, yes, but it isn't your biggest problem right now - you can get a ton closer than this without it, but you're going to need multiple layers.

_Mike
User avatar
By -Adrian
#254615
Hah, that Bruce Lee... ivox kinda looks like him, but if you look closely you can spot the difference. People confuse them so often.
By bjorn.syse
#254654
Max: You've definately got a point. Still, I have to believe that there has to be a fair way that people can make a living out of what they are good at.. somehow..

I agree SSS being very hard do understand. I wonder if it would be possible to change the interface/way of using it in some kind of way. Or perhaps someone that fully understands it could post examples of real-life materials/objects and refer to the different SSS-values that would render the same kind of results.

I think one major part of it beeing hard to understand, is that it takes a long time to clear when rendering - which itself slows down the usual test-and-push-render-to-see-what-happened experimentation. For me, on a laptop, it's more like: test-a-value-and-render-overnight-trying-to-remember-what-I-changed...
User avatar
By Maximus3D
#254670
Adrian: Hehe, Bruce Lee looks alot like Ivox :D that's so funny!

Björn: Yep making some cash would indeed be nice, but through the MXM site.. i have my doubts about that being possible in any way. It has to be done in some other way.

Basically SSS should for starters be faster, it needs to resolve faster. As it is now as you mentioned it takes forever to appear so you won't know until the next day what settings works and what won't work. I'm sorry to say that's not usable at the moment. :(

I would like to see a whole new implementation of SSS, new interface integration and also in the core. This should include thin-sheet SSS for leafs and paper and similar single polygonal type sufaces.

And more examples as you said except for those in the manual, this would help understanding the current system. These examples should include rendertimes and on what system they were rendered.

def4d: I agree, presets would help more. We want that! :) chocolate is a closed solid volume with SSS appearing at it's edges and where it's thinner than normal (where you break it apart into pieces).

/ Max
By sandykoufax
#254698
What? Bruce Lee looks like Chris?

If it's true, the man of my coin is not Bruce Lee but Ivox. :P

Image


FYI, Simpson on the left is looks alot like me. :lol:
  • 1
  • 15
  • 16
  • 17
  • 18
  • 19
  • 30
render engines and Maxwell

I'm talking about arch-viz and architecture as tho[…]

When wanting to select a material with File > O[…]

> .\maxwell.exe -benchwell -nowait -priority:[…]