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By vinced
#325356
Hi everyone,

i am new to this forum and want to show you what i`ve created using Maxwell.
It`s not perfect, but the best i`ve done so far.

Thank you for watching and commenting.

Greetings
Dirk

Image
By vinced
#325359
Thanks Tok_Tok, :D

i think i`m not working on it further :roll:
I`ve spent a lot of time with it and i can`t see it anymore :? .

Maybe i will work on it again some time later, but for now my brain feels empty and i don`t see anything i am able to improve.

Do you have any advice regarding materials or lightning? :roll:

vinced

edit:
is there any way to make some kind of fog material or haze-material, which results in some kind of volumetric lightning effect ?
I thought that is not possible in maxwell, but maybe im wrong.
By kami
#325367
It's looking great so far. I would not know what to improve :D
Sadly, there are no volumetric effects yet.
You could render out a depth map and use it to decrease contrast at the end of the image, to give the feel of a dust, but you won't be able to see volumetric lights.
what software are you working with? maybe you'll be able to render out the volumetric effects with it and combine the image in post.
cheers, kami
User avatar
By Tok_Tok
#325377
If you're working with max you could use real particles. Just use a Pcloud for the entire room and "fill" it with very tiny planes.
It will not give a volumetric effect but you will see those light ray's through the windows.

Or, use multiple Pclouds for different materials, some reflective others translucent. (thin SSS)
By vinced
#325378
Hi kami,

thanks for your comment. :D
I work with cinema 4d but i don`t have the advanced render modul, which i would need for that.
At the moment i am experimenting a bit by adding some kind of haze, fog, dust, ect in post using z buffer.
Let`s see what it does.

cheers Dirk
By zdeno
#325380
it looks like those Tprofiles have to much roughness (lambert?) with this direct sun scenario shaded places should remain almost black. there is no contrast in this render.

this fat pipe begs for many more faces, because with direct sun this bump causes "facets" on this surfaces.

scene looks great with level of detail and great texturing. I think you should play with that a little more.
Volumetric lights as long as it is not animation better do in postpro. You can found volumetric Fog somwhere in this forum. many faces perpendicular to camera z-axis with "stoppper" material.
User avatar
By Bubbaloo
#325383
I made some fog once by enclosing my scene with an SSS object. I haven't tried it lately and I think it won't work until some improvements are made to the current SSS. But potentially there might be hope for volumetric lights this way...

Image

Then here is an example of a z-depth mask used in Photoshop to make fog:

Image

And I have never been able to successfully recreate fog with particles. Not saying it can't be done. I'd love to see it.
By vinced
#325385
Hi zdeno,

the Tprofiles-material is like this:

30%SpecBSDF:
ND: 2,5
Roughness: 99 with texture applied, so the lowest roughness is much lower as i understand
therer is no black in this texture lowest color is round about 190,190,190 which should give a lowest
roughness of (190/255*99=)73.
70%BaseBSDF:
ND: 1,5
Roughness: 99
there is no contrast in this render
That is what gives me headaches. Because of this i reduced the gamma from 2,2 to 1,8. I am on PC so it should normally be 2,2 i think.
My explanation for this is, that the window front is to huge to result into a strong light shadow scenario.Could that be ?

My setting is (i`ve changed it during render because it became to dark):

Iso: 500
Shutter: 20
colorspace: SRGB
Burn 0,8
Monitor Gamma 1,8
Intensity 1

setting in cinema4d is:
EV 13
Iso 100 (changed during render)
fstop 22
shutter 16.926 (changed during render)
number of blades 6
blade angle 60
type polygonal



The scene is lit by physical sky.

the glass material:
1.)dirt layer with opacity mask
texture in ref 0
ND 1,5
roughness 70

2.)glass layer
weight with texture (don`t know why i did that maybe a mistake)
refl 0 black
refl 90 white
transmittance white
atttenuation 30
nd 1,51
roughness 0


Maybe i`ve done something stupid in my setting without noticing it?
User avatar
By Tok_Tok
#325387
Bubbaloo wrote:I made some fog once by enclosing my scene with an SSS object. I haven't tried it lately and I think it won't work until some improvements are made to the current SSS. But potentially there might be hope for volumetric lights this way...

Image
That looks pretty good. Took long to render?
Bubbaloo wrote:And I have never been able to successfully recreate fog with particles. Not saying it can't be done. I'd love to see it.
Essentially a SSS mesh is filled with particles so you've already done it! ;)
Now to find a way to not evenly distribute the particles.
By vinced
#325388
Hi Bubbaloo,

that looks great. I saw these renders while searching the forum. I tried it with an SSS-material but it is very very slow on my machine . But anyway i will try it in another scene i am working on.
If i do a cube with this fog material, do you know if i can control the material in the way that the fog gets lighter at the top of the cube?
Otherwise it looks like a cubic fog :roll:

@moderator:
maybe it is better to move this topic in the WIP section

Dirk
User avatar
By Bubbaloo
#325390
Really, I think you're best bet is to use a z-depth channel to create your fog. The current SSS will not perform very well in your sun lit scene. But to answer your question, you can apply a planer projection to the SSS cube and use a gradient weight map in your material to define the amount of "fog".
By zdeno
#325394
I tried something like this with scattered small planes with plenty of instances, but it looks rather like dust in the air. particles would have to be bilions bilions to achieve "fog" kind of result.

here is small example - zoom near windows
Image

go for depth map
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