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By Neb
#375304
Hello All

Here is my first post on that forum and first I would like to say hello for all Users.
There are my first render shots from Maxwell V3 ( now I'm testing new version ). Day render is finished but I'm still working with night scene. I'm a Modo and Cinema user. C&c are welcome and thanks for viewing!

Image

Night WIP image

Image

Regards
Neb
User avatar
By Mihai
#375341
Welcome! Yes, very nice start :) How are you making the emitter in the night image? Is it a lamp inside that object, or did you apply an emitter component directly to the lamp shape? That would render faster, and you can always turn off the emitter with ML which would start to reveal the shiny plastic material.
User avatar
By Neb
#375356
Thank you very much for all comments!

arch3D - thx!
zdeno - faktyczie dużo tu nas :) It isn't directly Maxwell Raw render. I used tonemapping software to improve render and after the render was edited in photoshop. For me always important is effective tone mapping.
Mihai - thank you. I applied an emitter component directly to the lamp shape. If I have emitter layer above the base shiny material layer ( shiny plastic ) and I'll switch off that emitter power via ML I'll see normal plastic material from bottom layer ? Please see attached image.

Image
User avatar
By Mihai
#375483
Yup :) And the emitter component doesn't even have to be in it's own layer. I would just recommend some changes to make the plastic part look better:

- create a plastic using one base diffuse bsdf in one layer, and in a layer on top, set this layer to additive and use a bsdf in it that has about 5 roughness (as yours), but simply turn on force fresnel and set the ND to about 1.4. This will make a more realistically shiny plastic. ND 5 way too reflective.

So you would have:
  • Layer(additive)
    • BSDF (all you need here is actually Force Fresnel on and roughness 5, refl0/90 can be black if roughness is low and FF is on, because the final reflectance of the material is determined purely by the ND, as in real life. See the docs for details.
  • Layer (normal blending)
    • BSDF (diffuse white, don't go over 235 or so or becomes unrealistically white)
    • Emitter (in fact that emitter component can be in any of these layers, doesn't matter. When you adjust its intensity using ML, by turning itself off it will begin to reveal the material itself, no matter which layer the emitter component is on)
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