All posts related to V2
#312572
Nice work, guys.

Ceggi, your wood is impressive.

Good to hear that there is a chance that NL would maybe care about the needs of users like me who render primarily organical structures.
Even if the focus remains on unbiased rendering, skin has very specific needs that cannot be totally archieved with the current render-tools without modeling every structure in reality, which is almost ridiculous to postulate that we need to do this to get right results. :shock:
Unfortunately Max is totally right.
Most engines except Mental Ray and maybe Lightwave are totally focused on archviz and fit only marginal the needs for organical rendering. When I currently see any good skin in a render, I can bet all my money that it is made with Mental Ray (or Lightwave, and I saw one good result with Modo). Crazy, if you only look at the giant community at Zbrush, all potential customers for an engine that can provide good skin and flesh-shaders. So, there is more than enough market and potential customers for any devellopment in a better organical support inside Maxwell.
#312581
mverta wrote: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
well good to know.. it just sounded that a fast skin shader would break maxwells "strict" unbiased approach..

and its understandable that archvis used maxwell first since rock/metal/glass surfaces seem that it would be easiest to setup first anyhoo.. so why not take advantage if your doing archvis. .this makes sense..and i look fwd to more

(but i seen how long it took to get from v1 to v2 so skin is just a make do with what we go cuz i aint holdin my breath)
Last edited by 3dtrialpractice on Thu Oct 22, 2009 6:52 am, edited 1 time in total.
#312582
[quote="Bubbaloo"]More trees with thinsss leaves:
quote]

whats cool about this tree render..is howthese maxwellv2 renders can look so illustrative/painterly if you use very saturated unatural colors(the saturation isnt somethign that v1 did well)! cuz this looks like a beutiful painting..im glad it aint "photo"realsitic.. but its "light"realistic and very abstract,soothing, and beautiful!
#312583
podro wrote:First exterior with 2.0
Nice!
very complet scene! wonderful post!
is this scene all geo? or is the grass clipmaped? (got a wireview?)
-only request is to add some dirt/ on side walk and wall to break up soldi white at bottom 1/3 of pic & bevel the edges-esp where the sidewalk&wall meet

I wish maxwell had a "rounded/bevel corners" option like other engines (renderman/mentalray) have.. would really help.. (and shoudl be somthing it could do in "voxelization" mode.. kinda like a mini displacment )
#312609
I finally got started with a basic test, but just can´t get ies working with simple max cylinders/sphere etc.
A simple sphere from a old maxwell 1.7 max file work ok, but not new generated in 2010, I´ll some more to figure it out.

Never did much interior Maxwell tests, but the improved speed makes it interesting together with the nice integration with online materials :)



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render engines and Maxwell

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