All posts relating to Maxwell Render 1.x
User avatar
By Maximus3D
#254335
def4d: Yes, and no.. a clipmap would ofcourse do the job but this feature would spare us some work to create yet another bitmap for a material and that would also cut down on the total ramusage and increase the workflow as you might not get the clipmap correct the first time you create it. That's why i want this feature added.

Becco: True the coin would look better modeled, but as a example i used the coin maps now to illustrate this better. I could recreate the coin by adding a 2nd plane behind this first one, flip it over and displace the backside. It would appear solid. :)

jurx: :) nice isn't it, old one too. Probably quite expensive and rare.. if it's not a fake.

Doc: The current system works, but it's not a optimal solution, neither is it perfect if you're looking at the workflow. This could be improved and it wouldn't hurt Maxwell. It's not like it's a cheat or something.. btw, nice work on that coin Doc. :)

Kurt: More like a clipmap which is slidercontrolled, meaning you adjust a value or a slider and the clipmap slides "up and down" X amounts of pixels shaving off more. This is very useful and simplifies things when you work with displacementmaps which needs to have transparent parts in them.

And now on to something completly different, here's a few more new materials i made for the current challenge in progress (i hope i win!). :)

Btw, the chainmail one i posted in my previous post dissapeared as i messed up when i edited my post there, doh! so here it comes again, sorry those of you who seen it already.

Rope
Image

Chainmail
Image

Orange (yes this one has a tiny displacement)
Image

Mossy rooftiles
Image

Swamp ground
Image

I'm sorry about the big post.. but i hope it's worth it.

/ Max
User avatar
By Maximus3D
#254342
JC: Thanks and yep the rope was a bit of a headache to get it to look good. I'm not 100% satisfied with this version yet. I'll probably be updating it tomorrow on the MXM site with a new better version. However this is what this current version of rope looks like now..

Image

[Edit] : I finetuned the displacementmap a bit more now, a link to a fullres rendering can be seen below, just click on it.

Image

/ Max
Last edited by Maximus3D on Sat Dec 01, 2007 2:47 am, edited 1 time in total.
User avatar
By NicoR44
#254370
Stunning materials Max!!! I think you should make it a business :!:
User avatar
By Maximus3D
#254377
Many thanks guys, you're all to kind :oops:

Nico: I already custom produce materials and textures upon requests for whoever needs them and not just for Maxwell Render but also the other engine, it's part of what i do as a freelancer. However it's a bit difficult when i have to compete with resources like the MXM Gallery where it's all free so my sales aint't that good yet, but hopefully this will change soon. :)

Btw, i updated the rope material on the MXM site with a new revised and improved version.

/ Max
User avatar
By DrMerman
#254378
Max, you're really rockin the displacement :shock:
By Miles
#254393
Hey, Max.

Is all this activity with Displacement a displacement activity? :)
User avatar
By Maximus3D
#254402
Doc: :) thank you, i'm sure the betatesters can kick up some even better examples than these i post. Just look at what Tom and Kurt and the other guys post, great stuff.

Koufax: Hehe, cheers! :D i bet you can do much better than this even when you're asleep.

Miles: :D lol yep you got that right, displacement displaced my sanity so now i'm insane. :(

One more i'm working on, this is gonna be a tileable common brickwall which wraps nicely around corners. It's not quite "there" yet but since it's a wip and almost finished then i can post this progress shot.

Click on the thumbnail below to view the fullres rendering
Image

/ Max
By bjorn.syse
#254434
These are stunning Max, I'm so impressed!

why don't you Use the MXM site as a promotion site, and provide only a few of your materials, with links to your site or something

or, you could provide them all, with a license agreement, or just a simple donate/paypal link. I think people would be happy to pay for a perfectly splendid material.

- björn
User avatar
By ivox3
#254439
AndreD wrote:Image
Sharp stuff there Andre .... yep.
User avatar
By Kabe
#254459
Maximus3D wrote:Such maps can only be sculpted in either Modo or possibly Zbrush, and as far as i know only Modo 301 and XSI can work with vectordisplacementmaps at the moment. A real shame but the tech behind it is pretty cool :)
Add Cinema 4D to that list ;-)

I think that the tech is quite cool, though it seems that it require prerender calculation
to get that effect. It also seems a serious limitation for getting an optimized algorithm.

Anyway, I have seen this technique rarely used, so I would not think that it's
really shame that it's not in M~R - especially considering the quality of the
"normal" displacement we have.

Kabe
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