Everything related to Maxwell Render and general stuff that doesn't fit in other categories.
#386280
I assume, if I hide object using parameters Hidden from (Camera, Reflection/Refraction, GI)
it should look same, as the object is hidden in usual way in Scene Tree (or using vacuum material).

I made simple test scene, but with mentioned method Maxwell renders different result.
Scene is lit only by HDR map.



[Maxwell Render 3.1.10 (final, not beta), Windows 7 x64]

SCENE SETUP
Image



PLANE HIDDEN IN SCENE TREE (OUTLINER) - correct
Image


PLANE HIDDEN USING VACUUM MATERIAL - correct
R0 R90 = 0 0 0
TRANSMITTANCE = 255 255 255
ATTENUATION = 1nm
Nd = 1
Image


PLANE HIDDEN FROM CAMERA, REFLECTION/REFRACTION AND GI
Image



I also noticed that if object with opacity map intersect another object with SSS material, Maxwell won't render it correctly.

Image

Image


Could someone confirm it ? Thank you :)
Last edited by T0M0 on Mon Jul 20, 2015 12:02 pm, edited 2 times in total.
#386282
Yes, I can confirm.

The last one looks like it could be useful as a cutting tool more than a bug. :P

We are looking into it.

Thanks for reporting.

Fernando
#387913
Hi Tomo,

I remember testing this too.

Regarding the first issue I tested it with four balls enclosed in a box which was hidden to x. It is not clear to be a bug as when the object is hidden to camera, reflections and refractions, the object is still there blocking the light. If you hide the object to GI, only some rays go through but some don't. It doesn't mean the object has disappeared.
So if you hide an object to camera, reflections and refractions and GI you are not in fact hiding it completely.

We think it is not incorrect.

Regarding the second issue, it happens because when the ray hits the plane it stops to evaluate the material and leaves the sss media; after evaluating the material the ray gets in again and thus the break. It's not an easy thing to solve but I'll revive the issue to see if we can come to a solution.

Regards

Fernando
#391411
So if you hide an object to camera, reflections and refractions and GI you are not in fact hiding it completely.

We think it is not incorrect.
I think its incorrect.

Can someone confirm that this situation is still present in 3.2, I have many older scenes that rely on 'hide to gi' and if it gives a slight shadow - (which it did in my last test, using an earlier version) thats quite problematic.

Even if I use hide toi gi AND hide to ref, there is a slight shadow, no?

Btw Tomo, is the issue with the leaf caused by the material setup, is it using a ghost bsdf for transparency? That's actually a feature of 'ghost' rather than a bug, being able to break refractions works well esp if hide to gi is on.... and working ofcourse.

Sry never saw this thread, good tests.
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