All posts relating to Maxwell Render 1.x
User avatar
By Tyrone Marshall
#26404
The one I posted is an expanded clip map version because you get the color from the map to be projected through the clip areas but is very light dependant.
User avatar
By bakbek
#26420
Thomas An. wrote:
Mihai Iliuta wrote:So you turn on environment and play with the iso settings, maybe burn?

I like this secrecy, I think we should make every post like this from now on.... :P
Mihai, Tom,

It is the easiest thing. (and no emitters)

Basically it is a fluorescent surface.
It takes the existing illumination and amplifies it.

-Turn on the skydome at 0.6
-Assign a plastic material to a single surface
-Assign the same image as a specularMap and a GlossyMap@60 simultaneously.

The gloosy map does the amplication (glow)
The reflection map gives the color
(Use no Texture maps at all)

-
I just can't make this thing to work... did what u said, it not working.
what am i doimg wrong.
User avatar
By Thomas An.
#26425
bakbek wrote: I just can't make this thing to work... did what u said, it not working.
what am i doimg wrong.
Image
User avatar
By Thomas An.
#26433
tom wrote:Nice reflections but it must not be like that you know :lol:
Well, you can't say that.
The luminescense method could actually be accurate with bright environment.
Image
By DELETED
#26434
DELETED
User avatar
By tom
#26436
:D yep cool... that's me! tomcat....

Thomas, 2nd and 3rd technology is perfect for me! Thank you... I'll try how...
User avatar
By 3dtrialpractice
#26441
Thomas An.

Mybe its the difrences between maya and max, but i dont get any kind of similear result, my image ends up washed out with no color bleed, double checked all setings, and made sure direct reflection and indirect reflect were on.

anyone have similar failure with this setup?
User avatar
By bakbek
#26444
I can get this...

this is what i used and what comes out. env is Dome at 0.6 color white.

Image

I use an inverted version of the image to get this result... why do i need to invert ? and where is the light ? i'll have to test this some more.
User avatar
By Thomas An.
#26445
hmm, that is very strange I didn't have to invert the image.

Your settings look right... not sure what is going on.

Camera is F5.6 S0125
Image is a JPG

Note: I see your absorption and scattering are about 10x higher, but I am not sure if it is the culprit. (just checked. No it is not the problem)

-
User avatar
By tom
#26446
Thomas, since it's a very clean technique behind, you can make a detailed tutorial here for the community if you have time :)
By icn3d
#26449
Hervé wrote:go there...
the first is Thomas trick with someone stupid that put a couch in front... doh.. no luck..

Second one is you Tom... yeah your nice trick... but with 45°... he he

www.topixel.net/screens.htm

a+ 8)
Hervé...these look great. Any chance you could share your LW scene? I'm missing something crucial about the LCD setup that's keeping me from getting a good result. Thanks.

::icn3d
User avatar
By 3dtrialpractice
#26477
Cant get the Plastic to work with skydone, only with one thin emitter infront of it.

Here are the Maya attributes pluged in and images with different attributes changed.

Image
User avatar
By michaelplogue
#26478
Sheesh! Looks like I missed out on the whole thing while I was at work. Thats it! I'm quitting so I won't miss out any more! :P

Well, I had let my multi, thin emitter run during the day (1o hours) and here's the result.

Image

Still grainy as all get out. But, on the up side, you don't have to worry at all about viewing angle :)
User avatar
By hyltom
#26502
Thomas,

Can you explain a little bit more your LCD method.

Hyltom
User avatar
By Thomas An.
#26516
hyltom wrote:Thomas,

Can you explain a little bit more your LCD method.

Hyltom
Sure, I will put together a small tutorial.
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