Please post here anything else (not relating to Maxwell technical matters)
#319235
well as an example, i do some food stuff for Maxwell.. but NL has nothing to do with it.. so it's up to the users to do it.. for Modo that's a bit different, because it's also a modeling app...

h.
$0,1
#319265
I just had a look at the Slik-demonstration-video on the Luxology website. While my previous impression was that all
these props were intended for direct uses as light-emitters in 3D scene I now see that they actually serve for creation of a
spherical HDR-maps for image based lighting. So this product shares the same market niche as http://www.hdrlightstudio.com,
but as an integrated wysiwyg solution this time.

Could somebody with experience in creation of Hdr-images from lit 3D-scenes please point out the mayor advantages of
this workflow over using selfmade Template Scenes with mxi mapped Emitters (Softboxes Umbrellas/Window-Reflections etc?
Does this generally lead to a massive speed gain, or???

Thanks for shedding some light :D

Holger
#319308
Polyxo wrote: Could somebody with experience in creation of Hdr-images from lit 3D-scenes please point out the mayor advantages of
this workflow over using selfmade Template Scenes with mxi mapped Emitters (Softboxes Umbrellas/Window-Reflections etc?
Does this generally lead to a massive speed gain, or???
Anyone?
#319338
Hervé wrote:speeeeeeeed is the motto.. hehe :D
Thanks Hervé, I thought so. But how much does this bring in average - is the difference huge?
And why is that so in the first place? What is the technical background of that - is lighting analysis
easier for Maxwell when reading in Light from a Bitmap?
#319339
well any hdri lighting is IBL, and Maxwell renders pretty fast with it... but even hdri or mxi mapped emitters are still emitters.. and so it takes longer to render, but it's easier to place emitters exactly where you need to.. also their distance from object can vary.. but with IBL everything is mapped to a virtual sphere, so all the lighting from the hdri travels the same distance before it can hit the object..

speaking techincal... I will let Tom tell you why... hehe.. :D

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