Any features you'd like to see implemented into Maxwell?
#375533
AlexP wrote:To be able to simulate fog near ground etc. without using particles
I have a super old-school solution we used to do. I'm not seriously suggesting it for you, but you might find it amusing.

It involves z-depth rendering the scene twice, once with a hard plane at the top of your intended fog layer height, and once without the plane. Then if you subtract one render from the other you get the distance at each pixel that a ray would traverse within the fog. Use that image to color the scene.

Like this:

http://www.digitalartform.com/archives/ ... ple_v.html
#375740
could you please explain this for dummies ?
when using a material with gradiant alpha for the volumetric object , my maxwellrender crashes every time....

thanks, i would love to make stylish fog on the ground, too 8)
#375743
mojo wrote:could you please explain this for dummies ?
when using a material with gradiant alpha for the volumetric object , my maxwellrender crashes every time....

thanks, i would love to make stylish fog on the ground, too 8)
you must add uv set to the volumetric modify the settings and remember them because when you close studio the parameters of volumetric uv reseted
#383370
@seghier
I think transparency mapping material (or just setting transparency in material) works really weird, gradient mapping causes strange stripes on volumetric object and transparency alone causes volume to look flat - just set transparency to 10% and see how depth looks like so it's really, really bad way to do it. If I have spare time I will show examples.
So my wish for map in density option is still there.
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