All posts relating to Maxwell Render 1.x
User avatar
By Mihai
#252501
Voidmonster wrote: I let this render overnight using a couple 16bit ZBrush displacements. The base geometry is about 3000 polygons total, displaced using adaptive. The stone material blows, but the displacement is lovely. Perfect.

Maxwell is doing completely perfect ZBrush displacements, and that makes me so very happy.
Cool :D It's very nice to finally see what the users do with this feature, it really adds so much to the engine. I would suggest to keep Adaptive off for most renders and instead set manually the Precision value. You can quickly get an idea how much you need, plus you can lower it if the displacement isn't going to be in a close up to optimize render times. Adaptive mode is like telling Maxwell - "squeeze as much detail as you can from this texture", so if you use a highrez displacement texture, it will create a huge amount of detail which you don't necessarily need.
User avatar
By Voidmonster
#252545
So far it doesn't really seem like I'm getting hammered too badly by using adaptive. However, I'm using reasonably dense models to begin with and I want super, super detailed displacements.

From my very initial experiments, setting up ZBrush displacements in 1.6 is dead simple. It just takes a little tiny bit of tweaking to get proper values.

The one thing I've noticed -- and I'm not sure if this is a Lightwave plugin thing or a basic limitation -- when I use instanced objects they lose their displacements.
User avatar
By mashium123
#252546
Voidmonster wrote:The one thing I've noticed -- and I'm not sure if this is a Lightwave plugin thing or a basic limitation -- when I use instanced objects they lose their displacements.
I'm using cinema4d and am able to instance a displaced object and receive it maxwell-rendered correctly.

Edit: I have to correct my statement. I opened the scene, I was talking about, in Studio, and I could see that the "instance" had been converted to a real and normal object.
User avatar
By KurtS
#252553
an "old" test I've made:

Image
User avatar
By tom
#252589
def4d, in order to get the borders connected you need to set the object's smoothing angle to 90 or greater. Displacement is sensitive to smoothing angle when it comes to continuity across the faces. ;)
By ricardo
#252631
I'm out of office and hadn't the chance so far, so my question: Is it possible to dump the displaced mesh?

Thanks!
User avatar
By Hervé
#252647
ricardo wrote:I'm out of office and hadn't the chance so far, so my question: Is it possible to dump the displaced mesh?

Thanks!
you mean to bake the displaced mesh..? no....
User avatar
By def4d
#252660
tom wrote:def4d, in order to get the borders connected you need to set the object's smoothing angle to 90 or greater. Displacement is sensitive to smoothing angle when it comes to continuity across the faces. ;)
Thanks!
The smoothling is setted to 90, and corners were fine until i change the disp offset!
I may add chamfers on corners, cause there are sort of shading waves due to the smoothing angle
User avatar
By tom
#252670
Yes, I'd suggest chamfers in that case.
User avatar
By Maximus3D
#252674
What great looking examples Kurt :shock: that little moon is the best one. :)

I made this rough looking treebark material now, although it renders a bit on the slow side i'm quite satisfied with it. This took an hour to render, but if you look closer there are some oddities showing up, some small grey polygons shoot through the displaced bark in some places and i'm not sure why.. any ideas ?

Image

Btw, i'll be uploading this material in a bit to the MXM site. One more thing, why is there no archiving function in the materialeditor so i can simply export my Maxwell material with all it's textures into one dir or zipfile. It would help alot.

/ Max
User avatar
By Maximus3D
#252679
Mihai: The SSS bars, doh! ofcourse i completly forgot about those, you're right :) thanks, i'm glad you like the material too, btw it's fully tileable.

def4d: Thank you! :)

I have to admit that materialcreation with Maxwell just got a whole lot more fun, displacements gives so much more creative freedom to do what you want.

One last question.. is SSS working with displacements ?

/ Max
User avatar
By Mihai
#252680
Yes, as well as clipmaps (lots of creative things you can do with clipmaps and displacement btw), zclip....
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