All posts relating to Maxwell Render 1.x
By DELETED
#149026
DELETED
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By mverta
#149038
Max -

The values you're typing in for Anisotropy and Angle don't do anything. Once you map those channels, the values are taken only from the map.

Having a value for the roughness channel, when it's texture-mapped, LIMITS the influence of the map to that value, like a compressor. If you want the full-range influence of your roughness map, you check Lambert, or set the roughness to 99.

Bump values do influence the material when the channel is mapped, of course. The bump map merely defines the global look of the bump, but the typed value increases or decreases the perceived displacement.

_Mike
Last edited by mverta on Wed May 03, 2006 3:16 am, edited 1 time in total.
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By Maximus3D
#149161
3DTP: Thanks man :D i'm glad i could be of any help, and maybe more will come later.. ;)

jdp: Hehe thanks and you're welcome :)

Tom: Thanks master :D but this is how i always do my materials to get them to look more real :) and it was about time to start sharing them now.

8etty: Anytime :D hehe i'm happy to help you move back into 1.0 now, you might just enjoy it..

Mike: Hi and you're right you know :) it's just that the numbers there are remains of my first test which was done without maps and then i just forgot to remove those numbers as it looked alot better with maps than it did with just plain numbers. It's a mistake on my side to not cleanup properly there after the initial test was done. But good thing you pointed it out as i forgot to mention that at all, now everyone else knows how this works :) thanks for your useful and helpful tips Mike.

sandy: Hehe, you're welcome and i'm happy you think it's good :) hope it helps a little..

/ Max
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By abgrafx3d
#149331
Max,

Very cool scene and great render. Thanks alot for the materials and tutorial!
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By iker
#149845
Yeeeeesss! Thanks Maximus3D, greaaaat tutorial! :D
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By Tea_Bag
#149872
Whoo!! This is more like it!!! Thanks Max3D :)
By GM5
#150553
Max - nice tutorial :D

...and thanks for sharing your maps and materials.

-Greg

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