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Thykka's Gallery

Posted: Thu Nov 10, 2005 9:10 am
by Thykka
Here be renderings.

I didn't remember anyone posting a mxw-render of the stanford dragon, so I had to do it myself.. I'll render the bunny too in a minute..
The insane amount of polys didn't seem to affect rendertimes that much :o Is it because of the voxelization?
Image

I was wondering about the differences between the metal types so I made a quick test (4 hours (the digits are for u and v roughness)):
Image
Can't see anything spectaculary different between aluminium, cobalt or silver.. Should there be something else that defines them but the slight color variations?

Here's a chair. It got kinda dark inside :oops:.. Experimented with a few different lighting setups here and came up with a light gray bottom-half of a chamfer-cylinder for the floor and a slightly smaller and flipped chamfer-cylinder for the emitter. I used a bit too high roughness-settings for the floor though..
Reached level 15.3
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Here's a quick studio-setup test I made. 3 emitters total. It's quite noisy, because one emitter is reflected via a white wall and I didn't have time to refine it more. I'll also post the scene. It might be useful if you just want to concentrate on your model, not the setup :) (3dsmax 8 so I'm not sure if it can be opened with earlier versions :S )

Image
mxw_studiosetup.zip
more to come..

Posted: Thu Nov 10, 2005 9:28 am
by Thomas An.
There is a slight difference. It is best when doing material previews to keep them isolated so their colors don't interact with each other.

http://www.maxwellrender.com/forum/view ... ht=preview

Also, in the current beta the anisotropy is not functioning. So [0.5, 0.0] is the same as [0.0, 0.5]

Posted: Thu Nov 10, 2005 9:42 am
by Thykka
Thomas An. wrote:There is a slight difference. It is best when doing material previews to keep them isolated so their colors don't interact with each other.
http://www.maxwellrender.com/forum/view ... ht=preview
Those are nice renders :)
If I remember correctly, it's possible to set your own models for the material editor's preview in 3dsmax. Not so useful for Maxwell (before they get the mxw-mat. editor ready), but it'd be nice for some of the other renderers :)
Thomas An. wrote: Also, in the current beta the anisotropy is not functioning. So [0.5, 0.0] is the same as [0.0, 0.5]
I thought so too :(

Posted: Thu Nov 10, 2005 10:44 am
by Maya69
i think this post is place in tutorial

thank for test

Posted: Fri Nov 11, 2005 12:19 am
by x_site
:: great tests... it would be nice to have more variation in the uv roughness.
Thanks

Posted: Fri Nov 11, 2005 3:06 pm
by Micha
Can't see anything spectaculary different between aluminium, cobalt or silver.. Should there be something else that defines them but the slight color variations....
Thank you for your test. :)

The problem for your speculars is in your image, most it are burned out and approx. white now. Only in the 1,0.5 row, I see a slight difference.

The current metal shader is a very simple one. Only reflection and roughness are suported. Most I use the plastic shader with an additional diffuse component. For example in a current rendering I use for steel specular 150 + diffuse 100. If you like to get colored metal per plastic shader, don't forget to set the color at both -> spec + diffuse.

Posted: Mon Nov 21, 2005 3:07 pm
by Thykka