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By ceggi
#312407
:D Hello guys,

here some little tests with modo plugin and sample scenes;
~1-2h, ~15-18SL on my system: CPU-quadcore, 8G ram, Vista64, modo401sp2x64, M~R v2x64.

I am very happy with this upgrade to v2 (great!) and the plugin works very fine.

Teatime
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Teatime2
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Nascar
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Sss-single-side test
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Sss-single-side (curtain)
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Ciao.
#312462
RK_art wrote:The basic shader-setup seems now to be as right as it can be without a special fastskin-shader, now I have to fiddle with the initial input-look of the albedo-map to get the right skin-tone.
If we could have a build-in color-correction in the map-channel like C4D has, it would save a lot of time to do this.
well your progress is great.. and it esp looks best if you look at those croped in pics.. that really has a skin feel now..

but im afraid you wishes for a fast-sss-skin shader may not come tru as mawell is boud to stay "strickly unbiased" and any fast skin shader would probably be breaking this unbiased aproach.. so the only way to do unbiased skin renders is to 1)do very precise maps and alot of experimentation with colors settings of those maps(lioke you are doing now) or B) the true unbiased way would be to acctually model all the geometry of the insides of skin layers and muscles under it!...

but i may be wrong and maybe in maxwell 3(years away) we will get a skin shader.. but i wouldnt hold my breath. and besides your work shows that to a very sucessfull degree you can already acheive a great skin look!
#312467
The development of Maxwell's feature set is an evolutionary process, shaped by the forces of its primary user base, and NL's inherent goals. With architectural visualization having been such an influential force so early in its life, it's not surprising that human skin hasn't been a big focus thus far. There is a much wider user base, now, and there are seats of Maxwell in production with all my peeps at the visual effects houses, now, which is bringing all these other sorts of demands into the limelight. Much to the architects' chagrin, it turns out there are more materials in the universe than glass, concrete, and aluminum. :)


_Mike
#312470
Part of the problem is most of the betatesters picked for testing renderengines are archviz people and they will then push the renderengine in their given direction and everything else is pretty much forgotten and ignored because no or very few normal testers are on the team. Their voice is never really heard because archviz people has taken over completly. Maxwell is not the only engine that suffered from this, many other engines has the same type of collection of testers that pushes the developers to code the engine to fit their specific needs. :(

ceggi: Those are some great looking Modo examples you made! :shock: excellent work

/ Max
#312472
You have it backwards. The beta testers are chosen FROM the primary user base - they don't determine the feature set FOR the primary user base. The initial user base was architects, so the initial set of testers were architecturally-based. As that is no longer exclusively the case, other features enter the set, and other testers enter the process. I was brought on specifically because I was in visual effects, and had different needs. Stacked Layers, for example :)

_Mike
#312475
Having been on the team for 4+ years now, I can tell you that the reason it's still primarily archviz based is because its still primarily archviz using it. There are other user base profiles entering the picture, and new features along with it. It doesn't much matter whether you choose to believe the facts or not.


_Mike
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render engines and Maxwell

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