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#277224
Hello Everyone! Inspired by your work, I recently bought Maxwell to try it myself. To my frustration however, after numerous attempts, I’m still not able to produce any decent work. Below I’m posting few renders of a scene that I used to practice. It was produced in Revit Architecture 2009, and brought to Maxwell through 3d studio Max. Please help me out, and point out why my materials do not show up correctly. Primarily I would greatly appreciate if someone could explain to me displacement and tiling of materials. Great thanks in advance!

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By frosty_ramen
#277226
lukasso_dm
good to have you join the rest of us maxwellians.
the best advice i can give you is go to the think! site and go through some tutorials to get you started out.
here is a link to a great video tutorial on materials.

http://think.maxwellrender.com/masterin ... ne_32.html

mverta has many tutorials and they are among the best.

hope this gets you on the right path.


Dan
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By KurtS
#277236
mvertas tutorials is a great tip for mastering materials, but he does not say much about UVs and tiling of materials if I remember correctly.

Are you using Studio for your texturing?
By lukasso_dm
#277252
I've watched mvertas tutorials but they don't say much about UV's and displacement. For the scene I've used studio texturing. I've brought everything to Maxwell, set the UV sets to "cube" and used the Normalize option. For the carpet I've tried to play around with scaling under UV sets, and tiling for the material maps. None of the options I've tried gave me any realist results. In fact I've got really weird geometry showing up in my renders. Can you quickly describe how would you adjust maps for a plane so that Maxwell correctly renders grass or carpet. I understand what all the controls in displacement do, but I just can't get it right. Thanks in advance.
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By Fernando Tella
#277256
Welcome to the Maxwell wagon!

To get the realistic results you want you should also pay some atention to modeling which now feels quite cubic and undetailed. Also some fillets here and there to show up some shine would do great.

For the displacement stuff it would be easier if you show us the weird results, but anyway, I guess that what is needed at the carpet and grass is either more precision either more mesh subdivision. I prefer to use the latter if I have enough memory cause it speeds up the displacement calculations. To get more mesh detail from max you could rebuild your geometry with more segments so you get regular faces (I would do that for the carpet) or use subdivide modifier (I would do that if the geometry is not easily rebuilt like the grass).
Also in order not to get open edges at the carpet you have to smooth its geometry: add an editable poly modifier to the box, select edge subobject, make some fillets to the corner edges to give more detail there (not necessary but looks better), then go to polygon subobject, select all (Ctrl+A) go down to the smoothing groups section type 90 and hit auto smooth button. Go out subobject level and add a planar uvw mapping.
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By Mihai
#277299
I'd suggest reading through either 3DMax UV mapping options and use the plugin to send the send directly to MXCL, or read the Maxwell manual about texturing and UV maps in Studio. To see how a texture is placed on an object switch the display mode to Textured or Textured decal. Using the eye icon in the material editor you can switch which texture of the material should be displayed in the viewport. Open the texture picker and adjust the tiling and while you adjust it you will see the tiling update in the viewport.

If you do a pack & go of the scene in studio and upload it somewhere it would be easier to see what needs to be changed.
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By Bubbaloo
#277330
lukasso_dm wrote:I've watched mvertas tutorials but they don't say much about UV's and displacement. For the scene I've used studio texturing. I've brought everything to Maxwell, set the UV sets to "cube" and used the Normalize option. For the carpet I've tried to play around with scaling under UV sets, and tiling for the material maps. None of the options I've tried gave me any realist results. In fact I've got really weird geometry showing up in my renders. Can you quickly describe how would you adjust maps for a plane so that Maxwell correctly renders grass or carpet. I understand what all the controls in displacement do, but I just can't get it right. Thanks in advance.
It's my opinion that geometry imported from Revit is not nearly detailed enough for Maxwell render. It's very basic and blocky with all 90 degree edges. You should modify it further in Max with chamfers on the edges.

Also, since you have Max, you should really be doing ALL of your UV mapping there (if you are doing it in Maxwell Studio). Maxwell Studio is for people who do not have access to a 3d modeling program. Max has lots of uv mapping tutorials available.
By lukasso_dm
#277492
Thanks guys! Increasing precision for displacement maps, radically improved most of my renders. Further, adding more faces to Revit objects indeed created slightly better images. However I still can't get the quality I'm aiming for. I'll post some more images in the upcoming couple of weeks. Please do give me suggestions for improvement when I do that. Thanks in advance!

So, is this a known issue?