All posts relating to Maxwell Render 1.x
User avatar
By polynurb
#269362
another one just for the fun of it...! :wink:

..actually I was trying how displacement works for simulating facade cladding of free form shapes.. when I got carried away...:roll:



Image
User avatar
By Maximus3D
#269365
I agree with the other guys, Tim your ear looks stunning :shock: now please make a Mr Spock ear :D one thing i'm curious about.. how did you manage to get it to displace the backside of the ear, that would be overlapping geometry which is only possible with vector displacement as far as i know.

polynurb: Your abstract piece of displaced art is a very creative use of it, good job! :)

/ Max
User avatar
By polynurb
#269367
cheers Max! :D

..at least it is a little thrill for the eyes.

Maximus3D wrote:how did you manage to get it to displace the backside of the ear, that would be overlapping geometry which is only possible with vector displacement as far as i know.

/ Max


..my guess would be that the right curvature of the base surface makes it possible.. i remember Tim's displaced Metal faces.. they puzzeled me a lot, too...
User avatar
By AndreD
#269405
Tim Ellis wrote:AndreD, please can you explain your process of how you made your image from the google map?
Tim.
..its just the google map as displacement map and diffuse texture...
the whole displacement-information is wrong, the "jungfern-stieg" is´nt a place anymore, it´s a building now... e.g. ;-)
User avatar
By Tim Ellis
#269430
Ok here's the nurbs surface rotated so you can see the reverse of the ear.

Image

It's deffinitley the curved surface that helps. The heads worked so well, due to the sphere object that was displaced.


^Cheers Andre for the explanation.


Tim.
User avatar
By KurtS
#271302
displacementmap fresh from my scanner:


Image
User avatar
By Hervé
#271326
very nice, maybe the borders need some work a little...+?
User avatar
By oz42
#271503
personally I like the edges but the colour makes them look a little dead!
User avatar
By KurtS
#272032
thanks guys, colors & edges needs some work - I agree. But I'm in outer space now, no more time for trees and plants.

moon test:
Image
User avatar
By Maximus3D
#272236
Good start Kurt, but i think it needs a bit more work. It feels to blueish, more brown and grey earthy colors and a bit rougher surface, more craters, rocks and stuff. Besides that it's a good one! not many moon mxm's on the MXM Gallery now.

I have a question about displacement, is it calculating the displacement from 0-255 or from 128-255 ? maybe that's difficult to understand.. heh. What i'm wondering is where Maxwell places the midpoint level of the displacement, if it's placed at the bottom of the scale at 0,0,0 (black) or of it's placed at 128,128,128 or somewhere else ? it would be smooth if we could adjust that ourself. It's handy when you work with displacementmaps.

/ Max
Last edited by Maximus3D on Wed Jun 11, 2008 2:16 pm, edited 1 time in total.
User avatar
By Hervé
#272241
Maximus.. just make sure you work with "sGray" profile if you are using PS...

.. yes 128,128,128 is considered mid point..
User avatar
By Mihai
#272242
Maximus3D wrote: I have a question about displacement, is it calculating the displacement from 0-255 or from 128-255 ? maybe that's difficult to understand.. heh. What i'm wondering is where Maxwell places the midpoint level of the displacement, if it's placed at the bottom of the scale at 0,0,0 (black) or of it's placed at 128,128,128 or somewhere else ? it would be smooth if we could adjust that ourself. It's handy when you work with displacementmaps.
Yes, that's what the offset parameter does :) It's all in the manual.
By adman
#272246
Herve, where do I find 'sGrey' profile setting in PS? and why is it beneficial to use it?

Adman
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