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Polycarbonate

Posted: Sun Oct 02, 2011 12:59 pm
by Petero
Hi,

I am having trouble getting this material to work on V2..

http://resources.maxwellrender.com/sear ... v2=0&tipo=

the advice on the MXM resources page says make a box 2 cm thick. I model in form z , so I assume that i can make a 'solid' that thick. I have no sense of the scale to map this material. the map is for a displacement layer in the MXM.

I also wonder if when i open the MXM in V2, if some stuff doesn't get switched around.

- 'invert' was checked in the MXM as is. I'(m wondering if that's correct

see screenshots in next post, please.

Thanks for any help!

Peter

Re: Polycarbonate

Posted: Sun Oct 02, 2011 1:01 pm
by Petero
here are the screenshots:

Image

Image

Image

Re: Polycarbonate

Posted: Sun Oct 02, 2011 1:03 pm
by Petero
Here is an image of the Material that i got off the resources link:

Image

Re: Polycarbonate

Posted: Mon Oct 03, 2011 2:06 pm
by KurtS
Petero wrote:Hi,

I am having trouble getting this material to work on V2..

http://resources.maxwellrender.com/sear ... v2=0&tipo=


Peter
Sorry to hear that you have problems with this material, but it was made back in 2008 so it does not really surprice me. I'm currently not using Maxwell Render and I'm sorry that I can't provide you with an updated version that works with the newest build of the rendering engine.

Re: Polycarbonate

Posted: Sun Oct 16, 2011 5:56 pm
by eric nixon
We miss you Kurt. Personally I learn't a lot from your test lab. hope you 'come back' with some killer maxwell animations in the far off future.

Petero, you could model the polycarbonate sheets but with two layers of transparency it will render slowly. Here is a diagram of a quicker way to get a similar visual effect;

Image

So you are embedding the ags single sided geometry inside the 'glass' type geometry, no special gi flags are needed.

Hope this helps, this material is very tricky to get right, because you need to fake it to get fast results. (Light coming through 2 layers of transparency will render very slowly especially under sharp lighting - this is called the caustics of caustics problem and is yet to be resolved by the bods at NL.)

P.S. I'm not sure which shape is best for the AGS geometry, perhaps just single skin vertical fins would work, maybe you can give us some feedback about that.

EDIT: It might be worth trying another technique; you could create 2 planes of a thinsss material (use assym around -0.85 and very little scattering) with an ags material (one bsdf with roughness 10, r0 dark blue (in this case), and one gloss coat bsdf with roughness 2 and force fresnel) for the fins. I think that would also render efficiently. I've never tried to make walled polycarbonate sheeting myself because its never been requested by a client.. yet. :|