- Sat Jan 21, 2006 4:14 pm
#112604
Hi!
Alright, i ran this test today, the scene is something simple and quick i put together in Rhino for testingpurposes.
Scene contents:
- 1 wineglass
- 1 background plate (floor+backwall)
- 1 big plane emitter on the right side
- 1 small plane emitter top center above the wineglass
- Physical Sky enabled
MXS scene file was generated from Rhino and as can be seen in the
screenshot and rendering the polygonization pass looks weird..
there's a mix of both quads and tri's on the objects,
now i thought Maxwell only handled 3 sided polygons (tri's)
but now i'm not so sure what it does. And the object aren't that
optimized, there are areas with low density where there need to
be higher density of polygons and also the other way around.
Just take a look at this screenshot from within Studio
to see how the meshing was handled..

And the rendering below here shows this as the meshing messes up
the model and it looks less than good when rendered
which tells
me you have to mesh your models BEFORE you render them and
export the MXS files otherwise you'll be one unhappy puppy. Look
at the foot and the inside of the glass, that's not really nice is it.. :/

There are visible polygons all over the place..
/ Max
Alright, i ran this test today, the scene is something simple and quick i put together in Rhino for testingpurposes.
Scene contents:
- 1 wineglass
- 1 background plate (floor+backwall)
- 1 big plane emitter on the right side
- 1 small plane emitter top center above the wineglass
- Physical Sky enabled
MXS scene file was generated from Rhino and as can be seen in the
screenshot and rendering the polygonization pass looks weird..
there's a mix of both quads and tri's on the objects,
now i thought Maxwell only handled 3 sided polygons (tri's)
but now i'm not so sure what it does. And the object aren't that
optimized, there are areas with low density where there need to
be higher density of polygons and also the other way around.
Just take a look at this screenshot from within Studio
to see how the meshing was handled..

And the rendering below here shows this as the meshing messes up
the model and it looks less than good when rendered

me you have to mesh your models BEFORE you render them and
export the MXS files otherwise you'll be one unhappy puppy. Look
at the foot and the inside of the glass, that's not really nice is it.. :/

There are visible polygons all over the place..
/ Max
Last edited by Maximus3D on Mon Jan 23, 2006 9:34 am, edited 1 time in total.