All posts relating to Maxwell Render 1.x
By DELETED
#141088
DELETED
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By jo
#141090
tom wrote:Hi Jo,

The ghost is there because it lets the light in when blended with mirror layer. The percentage of ghost determines the amount of light going through and the percentage of mirror determines the light to be reflected back. In addition it's possible to have more layers for numerous effects and different reflection roughnesses or mapped reflections for creating metallic, solid or semi-transparent decals. Simply it's limited with your imagination.

Best regards,
Tom
Great!
And what about caustic reflected in mirror through AGS?
(But I think that with AGS 90% of problems are resolved :lol: )

Ciao, Jo
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By Fernando Tella
#141092
lsega77 wrote:
Fernando Tella wrote:YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEHAAAAAAAAAAAAAAAAAAAAA
(that's the technical version of my reaction)
Sounds more like the American Hillbilly redneck cowboy version of your reaction :lol:
Just imagine the non technical one.
By jfrancis
#141099
tom wrote: Simply it's limited with your imagination.

Best regards,
Tom
A-ha! I knew there was a catch!

:wink:
By ajlynn
#141100
Mihai wrote:Ofcourse having IES in Maxwell would be great, so you wouldn't have to model the lights (although many light models are already available for free from light manufacturers), but if your boss is worried about accuracy, then how can he trust a render where you usually have to change the colormapping so parts of the image won't be blown out, or too dark?
Be fair now. Any renderer has to make the decision of how to interpret the light levels. Maxwell does this using a camera with shutter speed, film ISO and aperture (which I think Vray is implementing in the next version), which is nice because it has a real-world analogue, but is that really so different from manually setting up light mapping?

If you want to put it in thise terms, the only renderer that tries to do this correctly is the Lightscape/Max Radiosity lighting with the pseudocolor exposure. From earlier discussions here where Victor seemed intrigued by this feature, I'm going to hazard a guess that a similar feature in Maxwell is one of the next "surprises"?
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By misterasset
#141102
Mihai wrote:This doesn't make sense to me, I thought IES simple tells how the light spreads, but can you have an IES which specifically gives out say 1300 lumens? And if it does, how do you know the light levels in a scene would be accurate in a renderer like finalrender, or mentalray?
I can't speak with any finality on the subject, he has several more years experience than I, but yes, the IES file tells how the light spreads out. As far as 3DS Max goes, you give it a luminosity in say lumens, and then specify the file to use. So this would seem to me to say that it sends those "1300" lumens in the directions based on the file.

What if you mis-model the reflector in the light or worse; don't have enough pictures/prints to model the reflector. How acurate is that?

And as for the light levels being accurate, no matter what render you use it's going to be an aproximation (until that tool that perfectly measures the BSDF or a material can be used with Maxwell) because the materials are as close as you can get. I guess if you have really good materials in finalRender or MetalRay it would bounce the light appropriately, just like Maxwell (but not as well).

I guess the point is, no, IES can't be as perfect as modeling the lamp, bulb, and reflector, but if you don't have enough information/time to do that, it's alot better than just guessing. Again, this is all my guess/opinion... :lol:
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By Maximus3D
#141106
I don't know much about this whole thing yet but i can guess that both methods have their drawbacks and own problems, Maxwell's method probably has both positive and negative sides to it, and so does IES. So in the end it probably don't matter that much as either method you choose is giving you a perhaps 75-85% accurate representation of the lightdistribution in the scene.

I'd guess that no matter which road you choose to drive, both of the roads will take you to Rome. Or would that be Madrid.. :D

/ Max
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By Mihai
#141107
Yes, having IES would be a great convenience for sure. I'm just skeptical of your bosses perception that using IES with a renderer where you would have to change colormapping (not at all the same as changing ISO or shutterspeed in a virtual camera) to avoid blown out areas, or to "even" out the lighting is giving you accurate results. This makes the use of even accurate IES files kind of....not so accurate. The benefit would be that you get a nice looking light effect.
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By tom
#141111
jo wrote:And what about caustic reflected in mirror through AGS?
Hi Jo,

Sorry, I couldn't understand. Do you mean, what if there was one more AGS in the opening of the box? And do you ask if we will still be seeing the caustics on the mirror through it? If this is the question, the answer is "yes".

Best regards,
Tom
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By jo
#141115
tom wrote:If this is the question, the answer is "yes".
Yes, that's it: great than!

Ciao, Jo

P.S. Don't need any other surprise :lol: :lol: :lol:
By joie
#141124
¡WOOOHOOOOOO!, ¡Now I´ll be able to finish my Lexus!

BTW, ¿Can the new architectural glass be textured with, say, a dirt texture?
By jaz11
#141131
Is AGS going to allow us to do frosted glass?

There are already frosted glass material pre-sets in RC5, but how would we achieve frosted glass with AGS??
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By tom
#141132
Hi Vortice3D,

Yes, you can map dirt with more layers.

Best regards,
Tom
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By jomaga
#141134
It's a question of changing the weightmap of the layers. If first "clear" layer have less weight, and the second have more roughness, you'll have frosted AGS glass
By lllab
#141153
really NL Programmers and A team- you did a excellent job with this material editor:-)

cheers
stefan
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