All posts relating to Maxwell Render 1.x
User avatar
By tom
#291409
No silence Max. :) I'm brave to ask you for a comparison with another unbiased engine. Show me Maxwell and one of your favorite modern unbiased engine rendering side by side where the other one is not failing but only Maxwell. Well, waiting...
User avatar
By Fernando Tella
#291410
when you're dealing with energy/reflectance calculations like Maxwell and any other unbiased engine do, you have no chance to make approximate calculations on energy flow
I don't know much about how Maxwell is coded, but is there any short explanation for that?
By Becco_UK
#291411
Am I right in thinking that a plain neutral displacement map used just to subdivide a mesh with little increase, if any, to Maxwells' render times?

When this thread first started I don't remember Maxwell having displacement - now smoothing of mesh can be done via materials.
User avatar
By Bubbaloo
#291414
But will it divide the polygons, keeping them flat on a low poly curve or will it divide the polygon keeping the smoothed curve? Would be a nice experiment...
By Becco_UK
#291419
Bubbaloo: Curiosity killed the cat! I will test my idea and see what happens. I've never liked using bump maps with Maxwells' sun because shading problems occur with all sorts of objects, not just balls. My theory is that because displacement is only being used to subdivide a mesh and not influence it's original size then render times should not increase by too much. If there's any success at all then the programmers could easily build a similar feature directly into the engine. We will see!
Last edited by Becco_UK on Tue Feb 10, 2009 7:32 pm, edited 1 time in total.
User avatar
By tom
#291420
Fernando Tella wrote:
when you're dealing with energy/reflectance calculations like Maxwell and any other unbiased engine do, you have no chance to make approximate calculations on energy flow
I don't know much about how Maxwell is coded, but is there any short explanation for that?
As I said, this issue has nothing to do with Maxwell. It's same for any unbiased GI renderer and it's not easy making a short satisfactory technical information because mathematically it's very complicated. You can Google and find detailed information. BRDF, GI, unbiased, smooth shading etc could be keywords...
By Becco_UK
#291421
I just love how Tom never replies to any of my posts :D
User avatar
By Maximus3D
#291423
Good to hear you're brave Tom, i would expect nothing less :) however there's no need for that kind of sarcasm, you could have left it out.. i have never claimed any other unbiased engine to be my so called favorite tool. That's just wrong and you should know better Tom, if it were i wouldn't be spamming this forum with my work so much would i.. :)

Here's the test you requested, hope it helps.

C4D r11 viewport of sphere on floor, sphere is a standard 24 segment primitive.
Image

Sphere rendered for 15 minutes with Maxwell
Image

Sphere rendered for 15 minutes with Fryrender
Image

Sphere rendered with Cinema4D r11 AR3 renderer for 32 seconds
Image

Unfortunately i don't have Vray for C4D to test with but i'm sure it would produce the same result as AR3 does.

/ Max
User avatar
By tom
#291428
Maximus3D wrote:Here's the test you requested, hope it helps.
Yes, I wonder this too. Did it help you understanding it's a common problem for any unbiased engine?
Maximus3D wrote:Unfortunately i don't have Vray for C4D to test with but i'm sure it would produce the same result as AR3 does.
Cool, but why do you include a biased example in this comparison?

Also, are you sure you don't have an additional distant/small emitter in Maxwell one? Where does that sharp shadow on the floor come?
Last edited by tom on Tue Feb 10, 2009 8:15 pm, edited 1 time in total.
By Becco_UK
#291429
Maximus3D: Nice test but the Cinema one is misleading - you kept the sphere option to render perfect - internally the mesh is being subdivided?

How does the Cinema test look with render perfect turned off and just rely on the phong settings?
User avatar
By Maximus3D
#291433
Tom: Nope i'm an idiot so i don't see why this happens, sorry. I included the unbiased example to show what it looks like, you're free to ignore it if you want. There is only one emitter in the scene, nothing else.

Becco: Oops, my mistake. Sorry but i forgot to deselect that thing. Here's a new updated rendering with that thing disabled.

Image

In all these tests the phong angle is set at default 80 degrees.

/ Max
User avatar
By tom
#291437
In short, do you mean AR3 is unbiased?
User avatar
By zeuhl
#291438
I don't understand how works the smoothing angle. If it's not an interpolation between polygon shading (like in other biased renders), is it in the voxelisation process ?

So, maybe the solution would be a kind of subdivision in the voxelisation process ?
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