- Sun Jun 05, 2011 5:36 pm
#343434
Thanks Brodie - I agree with your analysis.
I should probably explain that the context for using Maxwell here is that I want the designers in my architecture studio to be able to use the system as a design tool, not just a visualisation tool. So the more they can work with 'real' lights and not have to learn the tricks of CG artists, as I had to for years, the better. OK at present there are speed etc issues, but looking forward, I do believe that Maxwell (or something similar) is absolutely the future for this type of activity.
The technical limit I am currently facing is in part down to the fact that renderfarm I want to use has a limit on the size of MXI it can handle of 5GB (it can't merge the data from all of the render nodes if they're each above that size). For a 4,000 pixel image, this seems to equate to a limit of about 14 MultiLight channels.
Although the multi-light mixer in Maxwell Render 2+ seems to treat all emitters using the same emitter texture as one even if they are not joined together (at least when output is via the Rhino Plug-In), that's unfortunately not how the renderfarm interprets them - each un-joined emitter source has its own Multi-Light channel regardless of whether they share the same emitter texture. (I need to investigate why there's this discrepancy.)
(We need to use MultiLight to be able to generate lots of options on each scene and work interactively as a design process, but we will diligently 'pre-bake' and merge as many lights at a set value wherever possible, even though that smacks of working for the machine, not the other way round! It's still not quite 'as easy as using a camera' unless that camera is a Victorian glass plate one...)
Doing the lighting in Maxwell Studio is an intriguing option, but I find the Studio interface unhelpful compared to working in Rhino, plus its another link (and potential bottleneck) in the production chain and yet more for the team in my studio to have to learn...
So I think my Rhino-only work-around will be;
* use low-poly emitters with standard Maxwell emitter type for flat illumination - merged into single Multi-Light channels where possible
* use IES lights for straight-down vertical illumination and merge them into a single Multi-Light channel
* use individual IES lights mapped onto Rhino's native lights for accent spotlights that need focussing - in reality this probably doesn't need to be very many in any given scene, so shouldn't be a problem to keep below the approx 14 total number of channels.
This all leads me to add my voice to the wish list that Maxwell incorporate a feature for interactively creating IES lights within the application on the fly, using the sort of spotlight controls you find in regular CG applications- where you can adjust the throw and beam angle through a graphical user interface. Also a simple multiplier command, even though it's contrary to spirit of Maxwell etc etc, as having to crank up the values in Multi-Light each time is a chore, especially when you have one IES emitter applied to a number of merged points and the power goes down accordingly.