Everything related to http://resources.maxwellrender.com
#331058
Oh, zdeno
Did you ever see (I mean in REAL life) those metal parts of desks/chairs being so perfectly shiny?
I mean, if you're trying to create physically correct materials, you gotta count with physically correct students :)
That means, they'll be that perfect for like 5 seconds :mrgreen:
Anyways, I spent all my life seating on that type of chairs/tables starting from the very first grade, and we always had those metal things painted, but that's just my personal experience :wink:
#331060
here You are http://evermotion.org/vbulletin/showthr ... =classroom

what is all about those imperfections ;) it is not biggest problem with maxwell materials. It is easy to put som scratch map on roughness slot.

it is difficult to guess how to get proper shading with refl 0 refl 90 roughness and Nd on at least two BSDFs with countless variations.

how to reverse enginery - from photo to .mxm
#331066
Thanks for the link!

As for materials - I was trying to point out the fact that I got used to painted metal parts of the desks/chairs,
so pure metal looked automatically weird to me :D (to good to be true).
And for the imperfections - the parts are way to small to apply scratch maps to them :wink:
#331731
this is default simball preview one of most popular .mxms
Image

I always was wondering why so awesome renderengine has so many problems with creating real looking materials in easy WYSIWYG manner. This all tries and errors are over now. finally figured out how to get back what You put in it. just compare diffuse textures.

Image

there was always (for me) problem with unsaturated lack of contrast archviz. plenty of examples are on this forum . Those days are gone :D

a little more contrast than in defaultpreview
Image

little overdone contrast and saturation
Image

there was no single postpro tonemapping or gamma switching .

now after few years of struggle I can rest. sadlly my workflow can,t be effectively done on 2.x versions.

edit: just checked again after Mihai post , and it is possible in 2.1 version. Just I was not so fluent in new material creation style. sorry for that.
Last edited by zdeno on Sun Oct 24, 2010 1:53 am, edited 1 time in total.
#332002
Personally I like to rule out some parts of "what makes this real" in the mxm creation itself. Are you in this case just changing the contrast of the textures themselves to have more contrasty renders? Why couldn't you do this in V2 as well? I would avoid doing this though, it's more about final tonemapping which can change the impression of an image a lot and since Maxwell does a linear tonemapping right now, post tonemapping is in most cases necessary. Just as a photographer rarely prints the photos straight from his camera. You might end up with materials that are too contrasty when you later tonemap the whole render.

So there are several factors when creating "realism" that don't necessarily have to do with creating materials although they play the biggest part.

Look at an object and judge it's reflectance, colors, imperfections.
Now take a picture of it and be surprised it's quite different than what your eyes/brain interpreted. So first of all if you want to make renders look photographic best way would be to take pictures of material samples and use those as a starting point.
Even using the same camera and different lens will change the impression of depth and contrast the photo has.
Lens distortion and chromatic abberation to a lesser extent alter your perception of a photo.

So as far as material creation goes, I try to examine mostly how the reflections look, what imperfections causes them, how do the highlights spread, are they slightly tinted etc...
The most difficult thing I find is actually getting the right amount of imperfections to remove the 100% mathematically clean CG look, while not making everything look over textured and old. Making all these tiny imperfections is what takes time, and decide whether it should be in the geometry or in the material.
#332039
Hi Mihai thx for Your answer.
As I edited last post. My workflow is possible in 2.1 version. I was not too fluent in 2.1 material stacked creation of mxm.

explanation what I figured out would take huge amount of time and letters especially with my plain and poor english.
now I stucked with few project so have to work for cash (zdeno have to eat too ;) )
so have no much time to create biggest tutorial in my life ;)
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