Everything related to http://resources.maxwellrender.com
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By Half Life
#354980
You are very welcome. :D

I am hoping to finish the SketchUp sets today -- BTW if anybody else wants to do other sets to share for their specific application, please feel free... I don't have the ability to do anything besides SketchUp, and I don't know how easy to use these materials are in other packages (except Maxwell Studio).

Best,
Jason.
User avatar
By Half Life
#354987
I found an error with Arroways tiling settings for the following materials:

Wood 040a
Wood 040b
Wood 040c
Wood 097a

I corrected the main downloads already but if you had previously downloaded the "RealScale" versions of the Wood-1 and Wood-3 sets then here is a small download with the fixed versions:

http://dl.dropbox.com/u/41250852/Arroway%20Updated.zip

Best,
Jason.
User avatar
By Half Life
#355023
You are welcome -- I hope they will be helpful :D

BTW, if anybody else finds any errors let me know so I can update the sets -- I would like to post the final collections to the Maxwell Resources website in a month or so.

Best,
Jason.
User avatar
By Half Life
#355918
You are all very welcome :D

I have had some email discussions with a user who is wanting to modify these and I thought I would post the notes here to clarify what is going on for other new users:

To increase the reflectivity of the Arroway materials (as I set them up) you have several options, chances are you will want to use some combination of the following:
  1. Reduce the bump value
  2. Make adjustments to the specular texture in several slots (using the Brightness/Contrast, etc controls):
    • In the specular layer opacity slot (the more white seen in the texture, the more the specular layer information will show through).
    • In the specular layer roughness slot (the more black seen in the texture, the more reflective the surface will be)
    • In the specular layer reflectance 0 & 90 slots (the more white seen in the texture, will result in more intense reflectivity where the specular effect appears)
  3. Remove maps from the specular layer, which would result in a more homogeneous (less detailed) specular effect.
  4. Change values in the specular layer:
    • the specular layer roughness value defines the roughness of the roughest parts of the texture -- set at 100 means that any pure white in the slotted texture is 100% rough(lambert)... set this value lower to make the whitest parts of the texture more reflective (essentially reducing the range of roughness variation/detail).
    • Specular layer opacity value works as a modifier of the slotted opacity texture -- the % value is the actual amount of effect the specular layer will have in the areas of pure white (value 255) of the slotted texture... increasing this value increases the intensity of the overall specular effect, reducing it softens the overall effect.
I would avoid changing the base layer (in any way) until you are sure that modifying the specular layer cannot get the job done -- bear in mind any value (in the base reflectance 0 slot) texture above 225 is whiter than a white sheet of paper, and will definitely result in more noise (not to mention give unrealistic results).

Also, I would not reduce the roughness of the base layer unless you are sure it is needed -- using an additive layer on top of a reflective base layer is also a way to potentially increase noise.

If any of this sounds unfamiliar to you, you can find out more about how the material system works by watching these:
http://support.nextlimit.com/display/tu ... e+from+VTC

Best,
Jason.
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