All posts relating to Maxwell Render 1.x
#57183
Hi all,

i am faced with a quite problem i couldn't solve myself.

i have only to click 'Render' button. but i don't know where it is problem.

it seems have to do with this thread http://www.maxwellrender.com/forum/viewtopic.php?t=5909

do i have to give up render with maxwell? but i want to do that with maxwell really! i hope .

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this is some result of test. but i can't progressive any more cause of above explain.
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Last edited by Jun In Gi on Sat Sep 03, 2005 3:37 am, edited 2 times in total.
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By Jun In Gi
#57317
thanks

current : 5418600. i have to solve problem. 8) give me idea and comment though anything
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By Mihai
#57331
5 and a half million for this scene?? Is it the bamboo looking rods on the ceiling that are so highrez? Because the chairs are very lowrez....or are you subdividing everything?
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By Jun In Gi
#57350
Look at this

Image Image Image

yes i did use both chair and bamboo and even light equipment to subdivison(meshsooth). is there better modelling mothod for a less data scene?
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By Mihai
#57360
I think the lamps are two wasteful, in particular the springs. Unless you're going to have extreme closeups of the lamp, it's too much. The shade of the lap is ok in density (except for the top of the shade which is too much), and the chairs which are much bigger seem to look lowpoly, and they have a strange irregular shape.

The you could have easily modeled without using meshsmooth, how many polys is just one of those springs?
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By Jun In Gi
#57372
Great thanks Mihai Iliuta!

the Scene has being start read mxs file! hehe :)

i think one of the big problem in the my scene was to unchecking each modelling's shape and steps which include spring on lamp.

oh. i thought spring and etc shape would don't care for data of scene.

but i have checked as polygon counter to how many polygon have in there.
wow. when i create just new spring to see what happen, value of polygon counter increase suddenly. before fixed - spring in my scene: counter - 32000 after 9007. 8)
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By Jun In Gi
#57682
Update for a while it's fixd some part.

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SL 11.52 Render time: 3hr
where from such black dot?

i used each specular map and bump map as you see below.
Image Image

i don't know what's wrong with that.

i was tried to generate some specular.
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By Duncan
#57683
Try converting your textures to RGB instead of greyscale.
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By Jun In Gi
#57812
thanks duncan, i was fixed that :lol:

i'm 70% satisfied, but well for the floor, that's not actually what i want at least for specular. maybe i will post reference photo to compare image.

i did some post processed which is color balance and lens flare on lamp.
C&C welcome

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SL: 15.87, Render time :18hr work still being progressive.

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SL:15.52, Render time : 18hr 19m any suggestion?
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By Mihai
#57821
Nice start, looking at the first image it looks like you have too much bump on the floor. Best is to start with no bump at all until you get the glossyness just as you want it, then add a tiny bit of bump to break it up slightly. In this case I think around 4-6 would be enough, depending on how bright your bumpmap is.

edit: looking at your bumpmap it's really too contrasted for such a floor. With that map you will get a floor that looks like it's straight from the lumber yard. Try lowering the contrast as well as the bump setting in the material.

The lighting from the lamps also seems a bit too bright.
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By Jun In Gi
#58148
Thanks Mihai Iliuta as always,

i rerendered scene with adjust bumpmap and modified plastic material on lamp and some metal.

i'm glad see some comment and critique.

i made two version in PS. and i'll upload as soon as finish render another image.

Image

Image
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By Jun In Gi
#58211
yes. you're right dd_

thanks hopefully comment :wink:

i can't stop render. but i seems to lose my pacience. hehe
see you tomorrow.
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MAXWELL 1_2_2a_beta ( Engine core: rs1c )
[ Physically and Unbiased Based Rendering ]


## Scene Information ##

2487 meshes ( 4096863 triangles )

## Render Information ##

*settings:

resolution: 1100 x 901

*render time: 44 hours 23 minutes 53 seconds

target sampling level: 25
sampling level reached: 18

MaxwellBench 1.0: 9.243226
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By Jun In Gi
#59137
Hi again~

sorry for the little update. :)
this will be final update.
for the purpose that i challenge with that,
i tried approach ref.photo with Maxwell to see ambience and lighting in indoor in real life. but i wonder how you would think about my one's.
especially thing let me supprise doing progressive this work was shadow.
look at the shadow around chair. very similar :lol:

this render time was almost 54hr. i know, i had to render with duble size cause noisy not reduce any more. but i hope you like it

C&c welcome.

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Ref.photo i scaned

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Image

Ref.photo
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By tom
#59151
There's still a lot of chroma contrast and bump but very nice renders ;)
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