All posts relating to Maxwell Render 1.x
By lllab
#179067
here some speed comparison:

i used the standard material scene with a wizard metal-all standard settings..

dual opteron275: sl10 3.55m bench 120.56

dual woodcrest 2.66-macpro under winxp32 sl10 2.49m bench 169.65

cheers
stefan
By sebbo
#179137
ok back to the topic: rendering animation

we've used maxwell for several animations - in general it works pretty fine and has a very predictable rendertime compared to our experiance with mentalray.

coop rendering for seq:
doesn't really make sense, you are interessted in the sequence not in one frame - and in you network traffic?

filesize:
the mxs files are big but to be handled - switch off "include textures" and the file size drops rapidly to the one of your maya scene file.

output format:
rendering mxi, for us doesn't really makes sense at this stage. you would need to convert each frame and adjust your multilights for each frame by hand - maybe there is a other solution? i'd be intressted (batch script?)

export for anim:
we use studio only for a little faster workflow to setup the materials and textures. then import the materials in maya - test render. hide all geometry to the viewport (especialy when rendering mblur) then the export runs pretty fast.

NL has to improve the studio workflow for animation quiet a bit - it stange to type in your framerange etc in the command slot instead of having render globals for it. the mutilight feature should work recursivly; means i want to test render, adjust the ml settings export this settings into my plug in (mayall) then render the sequence. i also want a 16bit fileformat to avoid rendering mxi. and the biggest thing of all !!!!!!! i need renderlayer and mattes that render fast or mxr should output them while rendering - things like "use background shader" addressable objects in one rendering.
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By Kabe
#179145
sebbo wrote:filesize:
the mxs files are big but to be handled - switch off "include textures" and the file size drops rapidly to the one of your maya scene file.
:?: Where can this be switched off?

:?: If the materials are included, how comes it doens't render if textures are at wrong paths?

:?: Why do that even simple Mats with no maps blow up the file size like this?

Thanks for any insight

Kabe

P.S.: Even if the maps are included, if a file compresses to 5% or less when zipped then the file format is a bit bloated...
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