All posts relating to Maxwell Render 1.x
By giacob
#140086
and what about other small ( but very usefull ) improvements such as : dragging map between channels; selecting objects by material; window\crossing selection; and other i can think of on the spot?
Last edited by giacob on Tue Apr 18, 2006 7:40 pm, edited 1 time in total.
By lllab
#140087
will the preview window in the plugin work?

at least the c4d plugin has a tab for preview, this would be very helpfull for working in the mainapp, like the standalone materialeditor.

cheers
stefan
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By MetinSeven_com
#140128
The new images look fabulous. Did you create all of them Tom? Or did Mike also do some of the tests?
By jfrancis
#140132
I'm particularly interested in the glowing embers image.

What does this represent? Emitter over base material? Same as the lightbulb?

The emitter is an HDR texture map? How is such a map prepared?
By Romans
#140137
Hello,

thank you for the beautyful images! They are amazing!!

Here are my questions:

Is the camara correction modifier (2-point pers) implemented in V1.0?

What about render-passes (alpha, shadows, z-channel, diffuse, specular etc.?)

What about multi-mat objects like x-frog plants? Do we have to assign every single material again after import?

Thanks for answering.

Regards,

Roman
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By tom
#140150
Hi,

giacob: They are all available in 1.0
llab: Yes, preview in standalone mat editor is working.
MetinSeven: Thank you, not all the images made by me for sure, they are A-Team productions.
jfrancis: Similar to bulb example but yes it's mapped. MXI or usual HDR maps work directly, it's very easy to use.
Romans: Thank you, no camera correction modifier in 1.0, several render channels are available and you'll find them with the features announcement. About X-frog plants, it depens on your workflow.

Best regards,
Tom
By Romans
#140156
Hello Tom,

Thank you for quick answering!!

X-frog plants: my workflow: 3ds MAX - mxcl - if necessary studio...

Is there a translator for multi (sub) materials to make our life easier :D ?

Regards,

Roman
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By Mihai
#140163
Romans, if I understood x-frog materials correctly, to "convert" them to a Maxwell mat, all you would have to do is use it's alpha map as a clip map, so the conversion would be a few clicks.
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By tom
#140164
Hi Romans,

As Mihai said, when you build one, you can apply to others easily and as far as I know it's just about clipmapping or weightmapping workaround. So easy...

Best regards,
Tom
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By aitraaz
#140166
Don't mean to break in here but with xfrog there ain't no need for clipmaps (good news that they're working, though); plants/trees are all geometry. When imported into 3d max lets say, you'll get a single mesh with a single mutli material with a sh*tload of sub materials (same with Onyx). Think Romans was asking if there would be anyway to automatically translate an existing 3d max multi material automatically to maxwell materials, cause sometimes its a pain in the arse manually translating all mats from 3d max standard to maxwell. Anyways think the answer is no, a maxscript would be useful here, think someone some time ago wrote a maxscript which translates vray mats to maxwell mats, for example...
By Romans
#140168
Yes,

thank you both for explanation!!

I think that should work fine.

Speaking about materials: Is there now an option in mat-editor (studio or standalone) to substitute an already assigned material by an other one (for example by drag 'n drop from a mat-library? That would be great!
In RC5 that does not work....

Regards,

Roman
By Romans
#140172
Hello aitrazz,

you made the point! That was what I was asking for..

But there is the need for clipmaps too: the leafes are made of this.(some of the sub-materials)

In the beta-days there was a max-script provided by vansan, called

MaterialConverter_beta1.ms

and it worked not bad..

But it seems it was not developed any further... :(
even it disappeared from the 3dsMAX-Topic

Regards,

Roman
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By Xlars
#140175
Mihai wrote:By giving you more time to do what you want while it's rendering, instead of spending all of it tweaking the 50+ params of other renderers, you can accomplish more, thus your effective life span increases :P
:lol: :lol: :lol: .. well said
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By rivoli
#140198
aitraaz wrote: Don't mean to break in here but with xfrog there ain't no need for clipmaps (good news that they're working, though); plants/trees are all geometry.
they also have tifs with alpha channels and opacity maps, at least the ones we have here. xfrogs plants are very good looking, but really a pain in the ass when rendering with a raytracer, alpha channles take ages.. what I usually do is converting all the leaves in rough geometry that looks like the texture's outline and then map it with a plain diffuse. if you don't need closeups or if are rendering an animation with tons of plants it cuts down rendertimes considerably (it's much faster to render more polys than lot of alpha mapped stuff). and it works perfectly with maxwell, even without clipmaps.
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By Xlars
#140213
Thank you for the information and wonderful (and very realistic) images to show the new features. You have just removed the last doubt in my mind about version 1.0 as opposed to any previous Maxwell version :-) As already said - this is going to be fantastic!!

NEW! CLIPPED TRANSMITTANCE
Wonderful .. and not even a shadow problem to complain about ;-) Excellent stuff and pictures.

IMPROVED! WEIGHTMAPPED TRANSPARENCY
Yes! .. great oppotunities with this, as you say I can imagine making eg. cloth where I will be able to see the threads/sewing with backlight using only mapped transparency?

IMPROVED! DISPERSION AND CAUSTICS
Wow .. this sounds great!!

NEW! MXI/HDR EMITTERS (*supports over material base)
>Maxwell now also supports HDR images for emitters on-the-fly.

Super cool - so no need to convert to MXI anymore? That burned wood is just icredible.. so the wood texture are actually a HDR image emitting the light. Super! I guess it could also be used for example having a picture on the TV screen and all other places where we need complex lightemitting surfaces.

IMPROVED! ATTENUATION MODEL
Not sure I understand the impact .. but sounds cool .. and image is just fantastic!
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