Everything related to http://resources.maxwellrender.com
User avatar
By Thomas An.
#166684
Hi all,

I am going to post this scene on my server pretty soon ... sorry for the rapidshare problems .
User avatar
By DrMerman
#166686
No problem mate, I appreciate the effort :)
User avatar
By Thomas An.
#166687
Eric Lagman wrote: I may give it a try of importing an outer sphere that is split apart in a way to explore such materials though.
Eric, if you split the inside of the sphere then dielectrics would not show properly. Something seems to have changed since alpha (remember the old dielectric+liquid discussion ? ... now something seems different). Maxwell requires that a ray enters and exits from the same exact mesh (same object ID) when it encounters normals facing in opposite directions. Otherwise it behaves unpredictanbly and can also cause some regions to render totally black.

The only way to go is to select the internal triangles (one-by-one ?) and assign them a different material ... kinda tedious ... but do-able.
User avatar
By Eric Lagman
#166689
Thomas An. wrote:
Eric Lagman wrote: I may give it a try of importing an outer sphere that is split apart in a way to explore such materials though.
Eric, if you split the inside of the sphere then dielectrics would not show properly. Something seems to have changed since alpha (remember the old dielectric+liquid discussion ? ... now something seems different). Maxwell requires that a ray enters and exits from the same exact mesh (same object ID) when it encounters normals facing in opposite directions. Otherwise it behaves unpredictanbly and can also cause some regions to render totally black.

The only way to go is to select the internal triangles (one-by-one ?) and assign them a different material ... kinda tedious ... but do-able.
Yes forgot about this. I can do it in solidworks though by just picking the faces of the closed object I want to be different materials then exporting to studio. I could even add the bubbles I think. Selecting triangles in studio is a real pain like you said. I will do up a sample and add it to your existing mxs. This of course will not work in preview mode of the material editor though since only one material can be in the preview.
User avatar
By Thomas An.
#166690
Eric,

I will consider providing an OBJ file of the scene for anyone who wants to test with beta (and what not)... and hopefully it will help you do what you have in mind !

Also, I think it is ok to do partial materials like the ones you want (and it is also ok to do custom projections for textures) ....

.... as long as nothing else is touched... no changes in camera exposures, no emitter changes, no background scene texture changes .... you get the idea.
User avatar
By Thomas An.
#166694
Hi all,

The scene has been uploaded to my server. The rapidshare was left as a mirror (see first page)

Also, an OBJ version (nurbs) has been added.
User avatar
By DrMerman
#166701
Thanks again, mate. Testing now...
User avatar
By hyltom
#166702
Thanks Thomas...
I just have one comment, as ID designer, most of the product made of injected plastics have 3mm or less thickness but your object is 9 or 6 mm thick. How can I do to calibrate the transparent or translucent material? May be it will be good to decrease the thickness or to make it evolutive from 2 to 9. Just my thinking...but may be it's very good as it is. I will try and see.

Edit: one more thing. You set the burn level to 0.8 and I'm really convince that there is something wrong in maxwell engine with this setting. For me it's too too high. Everytime i'm making a rendering, i start with burn set to 1 or 0.8 but if I decrease it to 0.2 or 0.1 (and then adjust the shutter speed) my rendering become better (the black area are more uniform)...may be there is something wrong with my scene and my material...may be not? Can you check this point and tell me your feeling?
User avatar
By Thomas An.
#166704
hyltom wrote:Edit: one more thing. You set the burn level to 0.8 and I'm really convince that there is something wrong in maxwell engine with this setting. For me it's too too high. Everytime i'm making a rendering, i start with burn set to 1 or 0.8 but if I decrease it to 0.2 or 0.1 (and then adjust the shutter speed) my rendering become better (the black area are more uniform)...may be there is something wrong with my scene and my material...may be not? Can you check this point and tell me your feeling?
Hi Hugo,

What settings do you use for gamma ?

I have done some in-depth (private) testing a few weeks ago in regards to input/output color linearity in association with the effects of burn and gamma. Burn 0.1 (or 0.2) did not produce proper 1:1 color correspondence and thus it is not advisable as far I can tell.
(maybe some day I might make those test results available)

About thickness ... I will put some thought to see if a variable thickness ring would be more helpful.
Of course this scene is not meant to accomodate every possible scenario ... the idea was to keep it simple enough while still providing sufficient visual indications.
User avatar
By Richard
#166717
Thomas I very much appreciate this idea!

I would suggest though the element will very clearly and effectively demonstrate curvy formed materials but fails to demonstate those which may be more architectural.

I would also suggest if modified three environments be considered mm, cm, m!!

Awesome stuff though, claps for the inititive this end mate!
By DELETED
#166744
DELETED
Last edited by DELETED on Tue Jul 04, 2006 7:16 am, edited 1 time in total.
User avatar
By Dexel
#166752
Thank you Thomas!

I also suggest an alternate rather angular test object for arch viz. No demand from you of course.

Thanks also for the 7z introduction. The obj.7z does decompress as a zero KB file here. Might be a local problem. I just tried 7zX and EZ 7z on a Mac. Can anybody confirm this?

edit: was a local problem. Got it now.
Last edited by Dexel on Tue Jul 04, 2006 7:28 am, edited 1 time in total.
User avatar
By Thomas An.
#166754
Dexel wrote:I also suggest an alternate rather angular test object for arch viz.
Yes, this should work.... if a number of users collaborate to create an architectural scene for testing materials ... it could be beneficial since it may not be possible to have a single object that does everything.

Maybe we could organise a mini challenge where each tries to design the ultimate (but simple) architectural testing object and then we vote on the entries.

Admitedly I have no experience with buildings and such ...
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