By jep
#6856
oscar - thanks for the explanation!

looking forward to it! :D
User avatar
By abgrafx3d
#6858
Oscar,

Thanks for the news!

Waiting patiently :D
By smeggy
#6874
No real opacity mapping?
User avatar
By oscarMaxwell
#6877
Adam Trachtenberg wrote:Will the Cinema plugin accompany the release?
Not in this release, but we are very close.

Regards,
User avatar
By oscarMaxwell
#6881
smeggy wrote:No real opacity mapping?
There are some technical problems when adding grey opacity values to maxwell render, because this kind of translucence is not physically correct.
At this moment I prefer to solve this using subsurface scattering. Meanwhile, there is the option for clipmap.

Regards,
By smeggy
#6886
Damn, this was the one thing i was really hoping to get.
User avatar
By oscarMaxwell
#6888
As soon as I have this solve, I'll upgrade with a patch if necessary. Sorry for the incoveniences.
By smeggy
#6889
Oh, no probs Oscar, sorry if I sounded ungrateful. Not my intent :D
User avatar
By Duncan
#6890
Woo Hoo Can't wait !!
The most important new features of this new version are real global illumination motion blur ( from moving objects or moving the camera, if for example the camera is moving and some objects have the same speed and direction than the camera, then this objects will look without motion blur ), fog, clipmap, bitmap-region renderer, it works in linux and mac, and the engine have been optimized. Less noise in the same render time.
Oscar when you say speed improvements, does this include speed improvements for Dielectrics ?

If the dieletrics are faster and less noise then I have some projects coming up that I'll use Maxwell for.
User avatar
By Brett Morgan
#6892
Thanks for the great news oscar :D atleast I can stop checking my email every 5 minutes, is there a complete list of bug fixes and new features we all could peruse and salivate over for the time being, or will we have to wait?

Cheers

Brett
By smeggy
#6893
Oscar, just so we're not confusing out meanings, I'm not talking about opacity maps to apply on meshes in a physically incorrect way (making them fade to nothing) , I'm talking about material lapha blending for adding selective dirt, reflection or specular to base maps, adding color gradients to glass etc. that sort of thing. these are all real world effects.

If I paint a wall with matt paint and then use some glossy spray-on varnish in the middle of it you get a smooth blended transition between the two surface types. There is currently no way to do this in Maxwell which is what I was looking forward to. Also, adding dirt and grime via Alpha maps without having to modify the base maps would give us great flexibility. I guess I'm so used to working like this it's hard not to have it. :)
User avatar
By oscarMaxwell
#6896
Duncan wrote:Woo Hoo Can't wait !!

Oscar when you say speed improvements, does this include speed improvements for Dielectrics ?
Yes, dielectrics and light coming from emitters have the strongest optimizations. Now the number of triangles of emitter doesn't affect too much to noise. Sky has been optimized too.
User avatar
By oscarMaxwell
#6898
smeggy wrote:Oscar, just so we're not confusing out meanings, I'm not talking about opacity maps to apply on meshes in a physically incorrect way (making them fade to nothing) , I'm talking about material lapha blending for adding selective dirt, reflection or specular to base maps, adding color gradients to glass etc. that sort of thing. these are all real world effects.
Ah ok, then I think we were talking about different things. What you say is something that have to be done through the material editor from the stand alone, using maps to blend different layers into a new one material.

As we are developing the material editor, I invite all you to post your ideas about this or something related to it, in the wishlist, so that we can have in mind all your ideas ( I think my english is every day worse :P )

Best regards,
By smeggy
#6899
Excellent Oscar. I'll get right on it. Your English is way better than my Spanish :D
By Takumi Takahashi
#6903
Thanks Oscar for a great news + we are all anxiously waiting for all new features !

It is great to have blending materials function built in with renderer (or a separate app) .

As for the Material Editor, my idea would be to have a graphical node-based editor, where you can see textures, materials nodes as icons, so you can do blending operation (hopefully the blending node as a separate icon and selectable to see its properties and edit them ) so you can blend/layer materials visually.

My favorite examples would be Maya's HyperShade or ICE (an old compositing app for Prism). Here you can also see the connections between the nodes as arrows (selectable and deletable)... Also you can see each nodes having quick preview of its effects on each icon.

Well - just my idea.... hoping the first release of material editor would be some sort of WYSIWYG.

thanks,

-tak
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