Everything related to http://resources.maxwellrender.com
By pi
#168187
Hello,
you must have downloaded this file "StandardMatScene06-28-v1-1.7z"
so you can rename yours.
This file is compressed with 7zip but you can use winrar.
The file must be 2,29 Mo (2 405 087 octets), if not, download it again.

Read first Thomas post entirely, at the bottom you'll find explanation.

hope that help.

pierre
User avatar
By Daniel Hruby
#168235
Thanks Pierre.

I realized that this file is included in the 1.1 download of Maxwell.

Off to the sweatshop.
By ernchesto
#169003
Great model Thomas! It's quite intriguing.
Here's one I did last night using the new 1.1 Wizard (Thanks NL).
Now let's see if I can get this image posting to work...
Cheers,
Ernest

Image
User avatar
By Thomas An.
#169075
Hi all,

There is a new update on this scene (version 6-29-SpeedOpt)

This, I feel, is a good step forward.

Changes:
Tom offered a very inventive suggestion in regards to this scene. The idea was to bake the Maxwell illumination into a spherical panorama and use it as an MXI/HDR background to replace the walls. This shortcut is very tedious to accomplish but the reward is a substantial speed increase.

1. The walls have now been hidden and a spherical panorama (MXI) is added as a substitude. A great deal of care has been put in the construction of this MXI to ensure that its illumination and placement accuracy is nearly identical to the original geometry it replaces (It has been vignette corrected frame by frame, curves corrected and exposure calibrated. A render of the original geometry was juxtaposed and the reflections delta was probed via eyedropper. A test scene has been rendered several times and the MXI intensity relative to the scene emitters has been carefully adjusted with the calibration card ... the camera exposure settings *must* remain identical as previously).

2. The core (with the Maxwell logo) has now been split in two parts.
The exposed part is still the logo against 50% gray.
The rest is now an emitter on top of a 50% gray BSDF material. You can turn on this "Core emitter" for SSS tests and such ... please let me know how it goes.

3. A second projector (spherical) has been added to the large sphere.

4. The UVs of the base have been inverted (caution there is an updated texture for the base)

5. The PDF instruction sheet has some slight updates

A typical render now benchmarks at 32.02 on my machine (it used to be 15.5 or less)

-
Last edited by Thomas An. on Sat Jul 08, 2006 8:03 pm, edited 1 time in total.
User avatar
By DrMerman
#169076
Great work again Thomas. Thanks :)

EDIT : Just to let you know, the default colour of the emitter on the core object is black.
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By tom
#169117
Thank you Thomas!
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By Thomas An.
#169133
DrMerman wrote:EDIT : Just to let you know, the default colour of the emitter on the core object is black.
Yes, it *must* be black ... or you could set the watts to zero (0) ... this is important otherwise it would be always ON; which is not desirable since the core object needs to be uniformly gray most of the time (especianlly with glass materials and such) ... that emitter should be activated only as needed on special occasions.
User avatar
By DrMerman
#169136
Yep sorry mate. I'm so used to setting the watts to zero my mind got confused (been doing that alot as of late... :D ) The new additions to the object are really useful, already its speeding things up. So thanks!
User avatar
By Richard
#169452
Maximus3D wrote:While i'm at it.. tossing in another one, just the image this time but it's a variation of the above one with new maps and some new and tweaked settings to get a lead like material.

Image

/ Max
Mate that's awesome! I'd imagine with a different map you could nail a galvanised metal finish I've tried about 100 different trials to get something even 1/10 th of your result and still no luck!

If you could give a tip there I'd consider you a GOD!

Cheers, Richard
User avatar
By Richard
#169453
superbad wrote:Wood material generated by the new 1.1 wizard. I manually edited this one to be midway between "gloss" and "semigloss". The layer settings it generates aren't what I would have expected, but the material looks good.

Image
Seriously GOOD!

Makes this scene look much more flexible too! Impressed with all the result I've seen so far!
User avatar
By Maximus3D
#171520
Richard: Yay thanks so much :oops: i'm pleased you liked my lead material so much. Now i wish i saved it, unfortunately i never did :( but i could probably redo it again if you want it. Or hmm.. galvanized metal you said, i'll give it a twirl and see what i can come up with :) cheers! and here below is a quick rugged worn type gold material test i just ran..

Image

Btw, sorry for late reply but i had a computer breakdown (hardware failure).

/ Max
User avatar
By Thomas An.
#171522
Hi Max (and everyone)

If you like to showcase your materials please feel free to use this thread:
http://www.maxwellrender.com/forum/view ... hp?t=17496

(Preferably the images should be cooked enough so that the noise is not visible).

I put a few in there to get you started (but didn't put all of them, since I don't have time to create thumbnails for all images)
User avatar
By Maximus3D
#171581
Another question or two for ya Thomas, should we just post the materials and the mxm files directly now in the other thread or how is it supposed to work ?

And what if we use commercial textures for our materials, then what do we do with those ? :( (i might just share the materials anyways and don't care about the textures i used for them)

/ Max
User avatar
By Xlars
#171590
I suggest that if commercial textures are used then just mention where to purchase the texture (and the texture filename).. but still include the mxm file. I could imagine that most texture venders would be quite upset if their commercial textures are shared for free.
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