All posts relating to Maxwell Render 1.x
User avatar
By Maximus3D
#252812
Tea_Bag: Hehe thanks! :D as you wish, i'll resume the spamming today..

Voidmonster: It may be a old model but it still looks very good :shock: and you had no issues with UV's and Zbrush displacements when you rendered that with Maxwell ? keep them Zbrush examples coming, i wanna see more! (need to test that myself soon)

Tyrone: Thank you! :) ofcourse i don't mind sharing. Which is why that rooftile material is already on the MXM site, you can grab it from there if you wanna play with it. Btw, there are 3 different mxm materials included in the uploaded archive, 2 of them are shiny and the 3rd one is dull.

I'll be creating some new materials today, at the moment i'm working on creating all the maps needed for my ideas. But i'll be back during the day with some new stuff.

[Edit] : 3 not that exciting displacement materials from today (so far).

Bananapeel (with displaced ridges)
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Displaced Rock (subtle version)
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Strawberry
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/ Max
By jespi
#252882
Thanks for the test def4d.
By yanada
#252905
>yanada: Hehe, thanks and i wish that maybe someday i will also be a MXM Master :D

That is what i meant YOU ARE The ONE :D
User avatar
By -Adrian
#252951
Image
Here my first test, displacement is very slow :shock:

Benchwell 1.6 is pretty much done btw, you should be able to add result by tomorrow :)
User avatar
By oz42
#252979
Wow Max you're on fire!

They're fantastic, keep them coming! The strawberry is superb.

Maybe there should be a seperate section for displacement on mxmgallery? Or a displacement competition?
User avatar
By x_site
#253018
Maximus3D... thanks for your feedback... by the way: GREAT TESTS!!! hope to see some of them in the MXM gallery :) thanks
User avatar
By Maximus3D
#253023
Adrian: That's very cool :shock: but by the looks of it, it must have taken a long time to render. It looks a bit like thick oilpaint..

Oz: Thanks! :) i can't help it, this displacement is way to fun to work with, it's close to unhealthy fun hehe. I agree about them should been posted in the MXM section of the forum in a thread of it's own, but i don't feel like starting one now so i just dump these in here as they're showcasing displacement on common materials.

Kabe: I promise they will all be available to download soon, two of them (portugese rooftiles and treebark) are already on the MXM site, i got two more pending and awaiting validation there and now more on the way. But i will also host these myself as not all of them may pass the validation process on the MXM site. :) i'll be posting links to them in a separate thread as soon as possible.

x_site: Many thanks! :) hopefully you'll see them all on the MXM site, if not you'll see them on my site asap.

Phew, lots to write but here's some more. My last two Maxwell materials using displacement for tonight. Personally i'm quite satisfied with how these turned out even tho they're both technically very simple with only one single layer on each. Anyways, here they are! enjoy them (btw, you'll get them soon). ;)

Cracked Ground (dry cracked mud)
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Wood boards (aged wooden floorboards)
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/ Max
By Eurofiles
#253047
Ok. I'm making displacement maps from Zbrush, however I have some problems. Can someone tell me the proper export settings I need to place for the obj files? When I import the base low-poly mesh into maxwell studio, all the normals are reversed. I think the displacement map I created for the low-poly object won't project correctly onto the object because of the normals. It's trying to displace inward from the polys and all the values Height and offset need to be negative instead. But this is not solving the problem and introducing more only. I can't merely reverse the normals again in maxwell so they are facing the outside because the zbrush displacement map that was created was made to map onto the geometry with the reversed normals. I've been v-flipping my maps before export.
By Eurofiles
#253051
Okay I know the map is correct because there should be bumps behind the blue/red spots on the dog. However, the dog keeps coming out shredded and I've tried messing with the offset. Can anyone help?

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User avatar
By Mihai
#253052
You should be able to just reverse the normals on the imported obj and apply the map from Zbrush, without setting negative values. What you need to check though if you have flipped the map correctly. Open the obj exported from Zbrush in an application that can show you the UV map, and see if the disp map matches the layout.
By Eurofiles
#253056
I've managed to keep the normals on the correct side by unchecking eFlipY in the zbrush export. For some reason when this is checked, it flips the model and then it also flips the normals. Studio (below) confirms that the displacement map is correctly applied to the model. However I'm still getting the shredded dog upon render. The poly's are exploded. I've tried smoothing, adaptive, no adaptive, absolute height checked and unchecked. Changing the offset and precision doesnt fix anything either

Image


I don't think your suggestion regarding flipping the normals in studio would work because it flips each polygon independently, thus flipping the image mapped on it, so it inverses the projection on each poly. The object as a whole is still mapped correctly, just not according to each polygon. Below is a picture with normals flipped in studio

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