First a bit of history to help we all are in the same context.
Between 1.0 and 2.0 we released four version, with tons of things for free including improvements in speed, a new physical sky model, new sss, on the fly displacement, instances, shift lens, etc
Between 2.0 and 3.0, apart from all the improvements of 2.0 which were many, we released for free the following features (I am only pointing out the main ones, full lists are easy to find in our knowledge base or googling):
-2.1: shadow pass with GI, multishadow, new skydome model.
-2.5: FIRE
-2.6: Hair and Fur, Particle Rendering, MXS references, faster motion blur, scripting, vector displacement, integration with RealFlow
-2.7: Grass system, MXS/MXI compression
I am sure most of you think that we could had released more non free upgrades with some of the features above. I am myself a customer of several software tools and I am not remotely used to get that amount of things for free; I truly believe Maxwell has been unique on that too. Since the first alpha released in 2004 we have released two non free updates, in nine years, from time to time we need to feed our kids :).
So anyone who upgrades to v3 will not only get 3.0 but 3.x upgrades, as we have always done. The v3.x path is still not totally defined, because things evolve quickly in rendering and we need to keep flexible, so nothing can be said about that, but of course we have part of the team already working on that.
Now let's talk about speed. We would be insane if we did not work on improving speed, it is just that speed is a very general thing and in this release we have focused mainly on massive scenes, with lots of geometry, motion blur, particles, grass, hair, etc. These optimizations are huge, sometimes you can get a speed up of more than x10. It is true that other areas maybe are not getting such a strong direct benefit from v3 optimizations but maybe they are where we will put the focus in the next update. It is true that interiors and caustics through specular surfaces are two of the most important open problems in unbiased raytracers, solving them is possible, but solving them without tricks and without sacrificing performance in other scenes is not easy at all. One aspect of speed that is not mentioned often is how multithreading friendly Maxwell is. A big CPU manufacturer just sent us a prototype with 120 cores and it renders benchwell in 68 seconds (we cannot publish these results because the machine has not been released yet), Maxwell scales in such a linear way that if you want it to be 2x faster, at least you have the option to get a machine 2x more powerful, something that is usually not so easy because most of the applications stop scaling linearly when the number of cores is too fast.
There are many limitations fixed that of course are not pointed out in the highlights but we have fixed things that have failed forever like facetting in anisotropy and other artifacts. Remember when it was not possible having instances with displacement together, or displacement with motion blur. In each release we try to get rid of these kind of limitations, for us this is even more important than new features.numerobis wrote: I really expected a real improvement in terms of speed and finally a fix of the well known old engine problems and limitations ...
I read all the survey entries and honestly I just remember a couple of requests about that, but now it seems there is more people who would really welcome it. We will try to get this done for an early 3.x update.numerobis wrote: But there is still no Hdri + sun. And a simple, flexible and robust dirt solution is also one thing that i'm still missing - for me a key feature to realistic renderings and standard in other engines. But maybe i was the only one submitting this in the survey...
Thanks,
Juan





 
 
 But there are still some limitations that make it impossible to use maxwell at all in some cases. (without getting wrong results which have to be fixed/hidden in post. I just think that a render engine must be capable to deal with any kind of scene to be fully usable. And i can say that really love to work with maxwell - otherwise i wouldn't have used it for such a long time - despite all these difficulties.
 But there are still some limitations that make it impossible to use maxwell at all in some cases. (without getting wrong results which have to be fixed/hidden in post. I just think that a render engine must be capable to deal with any kind of scene to be fully usable. And i can say that really love to work with maxwell - otherwise i wouldn't have used it for such a long time - despite all these difficulties.  
 

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