All posts related to V2
#319763
Wow, I didn't expect the differences to be so huge between Maxwell and Mental Ray. The colouration, depth and detail just looks so much better through Maxwell. Love that scene, too. Stuff like this is the reason why you're one of my favourite artists to follow. :D

Edit: Also, had to ask, how did you get such soft shadows in the Maxwell version? When using sunlight I tend to get really sharp shadows. I'm still using Maxwell 1.7 though, so maybe it's a Maxwell 2.0 feature? Any help on that would be great.
#319775
i really appreciate the comment Rob :D
i don't really have an answer to your shadow question unfortunately... no tricks for maxwell shadows, i don't think. since it's based on physics, i have to assume the sharpness of shadow relates to vertical projection distance of object casting it, if that makes any sense...

hervé, i think "mooky" is a good word to describe it. it could be from AO settings along with a few other things, but i won't bother trying to figure that out :wink:
#319795
ok, so from now on, I will call Mentalray.. MookyRay... lol.. good word... I don't think you can fix this... Tora experienced the same thing.. so if you show me a Mookyray render very colorfull.. it went to PS carousel... :D
#321511
krotala wrote:Very nice, but I don't quite understand how you did it. Did you use mesh paint in Modo? If not what program did u use, cause I know that Maxwell supports Modo's instances but not replicators (which is another word for proxies).
Thanks
krotala and other curious folk wanting to know how the scene was made, i've started a little blog to post mini tutorials and what not on. most of (well pretty much all of) what's on there now are hashed posts i've made here for members of the community.... starting with the epic t-shirt tutorial for ludi (which i'm still embarrassed about, ludi :oops:)

hope it becomes useful.... http://wanderplay.com/rusteberg/
By zdeno
#321553
RobMitchell wrote: Edit: Also, had to ask, how did you get such soft shadows in the Maxwell version? When using sunlight I tend to get really sharp shadows. I'm still using Maxwell 1.7 though, so maybe it's a Maxwell 2.0 feature? Any help on that would be great.
You have to play with Turbidity Coefficient and scattering assymetry in Physical Sky properities to make sun less "obvious" ;)

Much more portion of sky will be brighter and it will soften Your shadows. Try to export sky to .hdr it will be easier to understand. I am on 1.7.1 as well.
#321652
zdeno wrote:
RobMitchell wrote: Edit: Also, had to ask, how did you get such soft shadows in the Maxwell version? When using sunlight I tend to get really sharp shadows. I'm still using Maxwell 1.7 though, so maybe it's a Maxwell 2.0 feature? Any help on that would be great.
You have to play with Turbidity Coefficient and scattering assymetry in Physical Sky properities to make sun less "obvious" ;)

Much more portion of sky will be brighter and it will soften Your shadows. Try to export sky to .hdr it will be easier to understand. I am on 1.7.1 as well.
Excellent, thanks for the tips! Next time I get a chance, I'll play around with those settings.
#321707
zdeno wrote:
RobMitchell wrote: Edit: Also, had to ask, how did you get such soft shadows in the Maxwell version? When using sunlight I tend to get really sharp shadows. I'm still using Maxwell 1.7 though, so maybe it's a Maxwell 2.0 feature? Any help on that would be great.
You have to play with Turbidity Coefficient and scattering assymetry in Physical Sky properities to make sun less "obvious" ;)

Much more portion of sky will be brighter and it will soften Your shadows. Try to export sky to .hdr it will be easier to understand. I am on 1.7.1 as well.
hmmmm...... not sure about that.

the settings for the environment of the scene with the shadows in question went untouched from default physical sky settings in max.
Image

all it did differently from default was use the daylight system's position from scene (same one present in the mental ray scene)
Image
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