All posts relating to Maxwell Render 1.x
By Nicolas Rivera
#254108
You said the magic words, subdivided!!!, it is not, just one polygon, i did not know it need it to be subdivided, how many subdivisions???

I just notice, i'm an architect trying to use maxwell for my job, i'm not a 3d expert, so some one should tell us mortals that in order for the displacement to take place it has to be on an subdivided surface.

Thank you Max for your help.
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By Voidmonster
#254109
I'm getting closer to having something real to show using displacements. :D

Over the last couple days I've been sculpting this figure and screwing around to find the best method of getting seamless ZBrush-to-Maxwell results. So far, after a bit of trial and error, it looks like 32bit displacements are producing the best results.

Image

This is a 4k color map (reused for wet map) and an 8k 32bit displacement. I hadn't intended to do 8k -- I was trying to put in 6k, since 4 was losing detail, but I must have typed in the wrong field somewhere and it maxed the slider.

The render was way slow -- 20 hours to get to sl16 at 1280x1024, but it's an 8k adaptive displacement. :)

The background is just an HDRI I found somewhere of the Ennis house.

The base model is... I don't remember how many polygons. I think 10k. The model is 100 percent ZBrush. It could be better if I'd been bothered to give it good topology but I wanted to just sculpt.

Now to rig that cheerful little creature up and animate it!
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By Leonardo
#254111
Nicolas Rivera wrote:
Maximus3D wrote:Hehe, all we do is flood this thread with more and more examples :D wonder if people get bored by all our posts.. oh well.

Becco: Thanks :) and as you probably know pretty much all of them are downloadable on the MXM site if you want them. That's a good one you posted yourself there Becco. I like it!

PA3K: Normalmaps can be used in combination with displacement if you want a little bit of extra surfacedetail which the displacementmap cannot contribute with, things such as scratches, dimples and such things which regular bumpmaps might struggle with.. btw, i would also like to be able to use a displacementmap per bsdf layer. That'd be nice :)

def: Hehe crazy one :D to bad the flowers are distorted, but the grass looks good.

One more, this time with a transparencymap to get the holes in the displaced mesh :)

Image

/ Max

Hello max and thank you for sharing you materials.

I have applied it to a plane and i was wondering is it is ok the way it displaced it???

Image
Sketchup? ;)

subdivide the mesh and maybe add more to the Precision in the displacement material / you can also try adaptive
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By Voidmonster
#254113
Nicolas Rivera wrote:Wow Zak, great, but what's happening to that dude??? is he growing giant penises everywhere??....:), just joking
I'm guessing it's down to "too much internets".

8)
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By -Adrian
#254114
A simple noise procedural, i dub it birdshitplace.

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By 4 HeRo
#254123
Simple rug test

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By tom
#254124
Voidmonster, you can give it a try with a closer precision which would speed it up.

Very realistic and artistic one, Adrian!
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By Maximus3D
#254134
Nicolas: Hehe :D just add a couple subdivs on your plane and, not to much and not to few. But this ofcourse depends on what software you're running. If it's Sketchup or SolidWorks, or Rhino i have no clue how this is done. If it's even possible..

Voidmonster: Cool! :) good to see some Zbrushings with Maxwell in this thread. One thing i'm curious about is how you transfer the stuff from Zbrush to Maxwell and get such a good result with it.

Adrian: Good one! :) it looks organic, skincells in a macro closeup maybe..

4Hero: Sweet! that looks very realistic, nice work man.

Bubba: :D hehe

/ Max
Last edited by Maximus3D on Fri Nov 30, 2007 1:27 am, edited 1 time in total.
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By tom
#254135
That's super fine 4hero!
Max, it seems like clipmap worked. ;)
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By KurtS
#254141
tom wrote: Btw, here's one of my early test, your bulb reminded me... I've painted the texture myself in PS in 5 min. Displacement is very useful when representing such a detail. It's maybe not saving a lot of polygons but surely saving the time in modeling. That part in your bulb has long triangles though... I'd strongly suggest adding vertical segments and correcting the aspect. It will look much better and render faster. ;)
Image
Thats really a great displacement test, Tom! A lot better than my bulb. You are of course right about those long triangles. It was just the way my plugin exported the (nurbs) model, and I was to lazy to correct it... :)
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