All posts relating to Maxwell Render 1.x
User avatar
By Maximus3D
#261040
Leo: :)

Daniel: Hiya! i can't say i noticed any speed difference between 8bit and 16bit maps for displacement, they both seem to render equally fast, what affects the speed is the height and the precision of the displacement itself. But it's like that in any biased or unbiased engine on the market. To use 16bit maps on lowpoly meshes with adaptive on, i don't think that would be wise because it slows down to much, adaptive is the major bottleneck here and it gets even worse on a singlepoly plane, also it won't look correct if mapped on such a simple model.

As you see in my example you quoted there, i used a 16x16 subdivided plane for that landscape. It rendered nicely and quite fast to be such a high displaced surface and with that precision.

But, here comes the but again.. i think that 16bit+ maps with adaptive on low to medium polycount basemeshes which been Zbrushed could be the way to go, but i haven't tested this so i can't say it's a good or bad idea.

/ Max
User avatar
By bodebodebode
#264170
Why is this tread dead ??

it should be the top on this forum, this is a tool we have been waiting a long time...

And even yet a haven´t seen a real good grass !!!

Come on people, let's keep up....

I am developing some new materials too, will post them here and mxm gallery soon.
User avatar
By Maximus3D
#264180
Not sure why it's dead.. but you're more than welcome to dust off this thread again with new shiny materials and other examples. :) i'm looking forward to see what you got to show us bode.

/ Max
User avatar
By bodebodebode
#264183
Maximus3D wrote:Not sure why it's dead.. but you're more than welcome to dust off this thread again with new shiny materials and other examples. :) i'm looking forward to see what you got to show us bode.

/ Max
All right Max, i am looking foward to see some new stuff over here too.. i am not a really good material artist, actually i have a lot to improove on it... but i will try to deliver good stuff.

I got to the chance to try 1.6 only yesterday... I had a huge project on line here (see http://www.maxwellrender.com/forum/view ... hp?t=27583), so i had to complete it on 1.5 before upgrading.

What I've experienced this far with 1.6 is that displacement can do a whole new level of realism ...

But please correct me if I am wrong, but it seems that the big heads of maxwell has given up on it .... We had lots of post per day, now we have 2, maybe 3 posts here... is really sad.
User avatar
By Maximus3D
#267369
Great one Bubba :shock: the detail level of that is quite stunning.

A couple of my tests on scratched aluminium.. or something like that :)

Click on the thumbnails below to view them at full resolution
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/ Max
User avatar
By KurtS
#267594
just testing one of Sabkarims materials (he has made a few):

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User avatar
By KurtS
#268334
a simple way to create "complex" facades in a hurry...

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User avatar
By Maximus3D
#268337
I agree with JC, great one Kurt :shock: it looks like you modeled it, kinda hard to believe it's only with displacement.

/ Max
User avatar
By KurtS
#268341
thanks Jason and Max.
The displacement precision is actually set very low in the materials in this scene. Precision=8. The secret behind this is of course the density of the mesh.

This means that the material renders fast, and the layered structure makes it easy to change the appearance of the buildings without having to do any modeling.

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User avatar
By polynurb
#268357
Bubbaloo wrote:Back from the dead, this thread!
..with this in mind I post some of my funky fur tryouts..

..and KurtS .. that facade material is top :shock:

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User avatar
By tom
#268382
Insane examples. :shock:
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