All posts relating to Maxwell Render 1.x
By giacob
#276213
i used single face as emitter.... i render this scene before and that didnt happened
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By tom
#276217
If you have the scene always causing this at the moment, feel free to send it to me. ;)
By av
#276323
Hi Tom

I've been having the same problem after 1.7

After several tests it seems that the problem occurs (it's most noticeable) when a emitter (single face 2d surface) has a high number of edges.

To solve this problem this emitters need to be triangulated.


As an example I've made this simple test scene in formZ with just a 3D enclosure for the "room" (default mxm) and four 2d surfaces (emitters), a rectangle, a 12 edge surface, a 36 edge surface (circle) and a 128 edge surface (circle), all with jomaga's sodium high pressure 1000w mxm applied.

Image Image


The only diference between the two scenes is that the emitters are triangulated.

Top view of the emitters:
Image Image



This test renderings are all sl8 (with multilight), directly from formZ 6.5.6 (plugin 1.7.0.4) to mxcl 1.7.0.1 in a macpro with osX 10.5.3

paulo
By av
#276346
Alternate links for the images from my previous post

Single face emitters
Image

Triangulated emitters
Image

Wireframe Top view of emitters (single face)
Image

Wireframe Top view of emitters triangulated
Image

thanks Bubbaloo

paulo
User avatar
By tom
#276351
av wrote:After several tests it seems that the problem occurs (it's most noticeable) when a emitter (single face 2d surface) has a high number of edges.
Yes, I've said the same above ;)
By flycast
#278468
What does triangulated mean? How does one triangulate a flat plane emmiter imported from Maxwell's primitives in studio?
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By -Adrian
#278470
Triangulation divides polygons, until everything is made of triangles. That's what all render engines work with, even the OpenGL view in your 3d app.

If you use a polygon modeler there's definitely a triangulation feature in it. If you export to Maxwell from a Nurbs app, this should be done automatically. Afaik only MoI can export Nurbs to quad polys.
By flycast
#278471
Thanks for the explanation Adrian. So the question still remains...How do I triangulate using Maxwell studio when I have imported primitives plane from their set of primitives?
By pwrdesign
#278488
I dont know if I've missed something in this thread, but you should NOT have your emitters triangulated like that, thats what causing the errors in your render.


Regards Patrik
OutDoor Scenery Question

Hi Ed, I wouldn't class myself as a Maxwell Pro, […]

fixed! thank you - customer support! -Ed