All posts relating to Maxwell Render 1.x
User avatar
By Maximus3D
#81392
Good good, thanks Tom :)

It's what i suspected that by using layers to combine them all at the same time on one object would be the optimal working solution.

I too know it's early for a exact answer to it, but a educated guess as you have insight into the developement process makes you able to give this reply i were looking for :)

All in all, it's great if it'll be like that hehe which means Zbrush in combination with Maxwell will be a real kickass combination.

/ Max
By campomanes
#81420
tom wrote:Normal Map creation cannot be expected from a render engine. So, the answer is unfortunately and naturally, no.
i think this is the most natural answer.
We cannot expect a rendering application to do such stuff.
But do you know tools that do smthg like this?

The question of course is not to tom.
If anyone knows please answer.
User avatar
By Hervé
#81427
there is one thing I don't get with this link to Normal map creation... I mean if you have already made textures... how do U combine them with different shadows...? I tried jst with a color photo...it knda gives what he get's with multiple exposres... but I am sure wrong... :roll: any more ideas..?
User avatar
By abgrafx3d
#81434
tom - Thanks for the info on clip, normal and displacement maps. Congrats to the NL team!
I look forward to getting the RC release and then final :)

campomanes/Hervé - some more info on normal maps:

http://www.langsuyar.com/gdc/
User avatar
By Hervé
#81455
Thanks, but not really is what I ned... thes use heavy models from Z-brush to get it done... I don't use Z-brush... I thought we could somehow generate normal maps from images...mmmm :?
User avatar
By Hervé
#81458
he he thanks Max :wink: , but like I've said, you need to photograph your texture from 4 view points... how about doing it from ready made textures where there is no way to do a 4 poses photoshoot, like a wall outside..... any views... :wink:
User avatar
By aitraaz
#81461
cool link mate I've put a bookmark on that one... :)
User avatar
By Maximus3D
#81468
Anytime :)

But guess what hehe i Googled a bit, tested something and found out you can convert common textures such as bumpmaps into normalmaps by doing this.

1. Download GIMP 2.2.9 and GTK+2 http://gimp-win.sourceforge.net/stable.html
2. Install the above
3. Download this GIMP normalmap plugin http://nifelheim.dyndns.org/~cocidius/normalmap/ and install it as the instructions say.
4. Now you can convert bitmaps to normalmaps and preview them on some basic 3d models within GIMP to see them :)

It looks like this method works, but i ofcourse have to test it by rendering on some 3d model.

/ Max
User avatar
By Hervé
#81472
hey.... very good Max, you're the king... !! (I mean it)..

I will DL this ones... right now..... he he... you little mister Magic... :wink:
User avatar
By tom
#81497
I don't think there's a way to generate the normal map for a single hires geometric data without comparing it with the lowres mesh of the same geometry. Modo features list says "Convert micropolygon displaced meshes into normal maps." This ain't a render engine future, it's a modeler feature and Maxwell Render is not designed to be a modeler as Modo. Normal map generation is a result of geometric subtraction and it's all about the object itself, not a rendering task about creation. Furthermore zbrush do the same... What is special with Modo you're trying to say?
User avatar
By MetinSeven_com
#81508
Hi Tom,

Displacement mapping in a future update, that's great! I've got only one question: how much will a Maxwell render slow down when using displacement?

By the way, if Maxwell is only a renderer, why does the new interface include things like UVW mapping tools but no tools for normal mapping?

Cheers,

Metin
User avatar
By tom
#81537
Hi Metin,

It's early to comment this but I don't think displacement will slow down Maxwell. Generating normal maps is strictly not the task of a render engine but using them. UVW mapping is a quite different concept than Normal Mapping. I couldn't understand your question. You need to provide lowres mesh and hires mesh to any application for extracting the normal map and if you have those both, you should already have the application itself to generate a normal map from them. Why this seems more related to a render engine to you, it's a modeler output, this is a render input.

Best regards,
Tom

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