Posted: Mon Aug 29, 2005 8:16 pm
Oh no, Spiez!
Maxwell uses two operations [+ -] and numbers [1,0] and some logical operators

Maxwell uses two operations [+ -] and numbers [1,0] and some logical operators


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lwan wrote:vray is using an arealight (with all the optimizations this implies) to lit the scene while maxwell only use objects. now just try with an object, it will be slower/more grainy for sure.
now if you want to have fun again, compare with SMALL emitter object : maxwell will handle it quite nicely, vray (and brazil, finalrender, mental ray..) will just show up few white points in a full black frame buffer.
yes it is. an unbiased computation method does not have to be scientifically correct, just have to converge to the exact solution. vray PPT will with sufficient time converge to an exact solution.MetinSeven_com wrote:The V-Ray Progressive Path Tracing method is not unbiased. It is not converging to a scientifically correct solution like Maxwell, but it's an alternative to bucket rendering and in fact PPT is a less accurate rendering method than the traditional V-Ray bucket rendering approach.
morbid angel wrote:its not the tools, its the artist who uses them.
Here is a quote from 3ds max 7 manual on particle flow:jeffg wrote:morbid angel wrote:its not the tools, its the artist who uses them.
Tell that to the guy who's trying to render on the Amiga!![]()
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Are you serious? C'mon...Spiez wrote:...why Maxwell developers (that really have done a superior product and maybe discovered new methods) wont explain at least a bit of the theory.
Buffos, please don't reply things like this to me before you've done proper research yourself. What I wrote is exactly what Vlado himself told me in a discussion at the V-Ray forum. Next to a Maxwell user I am a long-time V-Ray user as well.buffos wrote:Please MetinSeven, think twice before you post smthg you dont know.
Metin_7 wrote:Is the result the best possible result you can achieve with the VRay engine if you wait long enough, comparable with the non-biased approach of Maxwell?vlado wrote:No. Often you can get better (and probably faster) results with traditional methods, like QMC GI. Further on, currently VRay can generate up to 2^32 different QMC paths internally. The max value for the light cache subdivs is 60,000 which allows for 3,600,000,000 different paths. When you distribute these over the entire image, this may turn out to be insufficient. For a 2000x2000 image, you can only get 900 paths per pixel, which may not be enough to bring noise to an acceptable level. Traditional methods are not that limited and are able to put more samples into it.
Best regards,
Vlado