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By Nasok
#397979
@rickyinmotion, I tried them :) in fact their Megascans division is just amazing :) however it is different from Substance tools. like almost opposite :)
Substance tools are mainly (well .. a big portion) procedural while Quixel (at least Megascans) are mainly (again, bigger portion) photoscanned. And they do have a one of a kind, super secret, custom built scanner to produce this results. And it's amazing.

But the beauty of Substance tools is that you can import your 3D model, paint right on it, you can bake maps (not just normals) but all of the ones you might need, .. including not so common ones like thickness map, and world position map.
Quixell mixer - is just a generator of tillable materials - pretty cool .. for creating tillable materials. But not when it comes to a unique things like a prop texturing or characters.

They used to have Ddo and Ndo back in the days - well not anymore, and those were only for Windows .. oh and to use those you would have to purchase Photoshop separately ...

So, I believe I can't agree that results are better. Those are different It's a different tools for different tasks. And not sure what blurriness you're referring too ..but most likely it's a soft focus of my cam in Maya .. or low res of a ground plane .. ... I know .. kinda lousy excuse :) but still.

But you totally right Quixel is getting bigger and is absolutely should be on a radar for everyone in Viz industry. Since, as @rusteberg pointed out, Adobe got Substance (altho they worked together for almost 3 years), I believe Quixell will get much more attention these days.
And, again, Megascans - those are awesome!! I think they are natural fit for Maxwell. If I would be Maxwell, I would think about even purchasing those .. Scanned objects and Materials + Unbiased rendering = 😲🤩🔥
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By Nasok
#398198
Hey guys, here is a quick tutorial I've recorded.
It's just a first part of a short series. Hope you'll find it useful.

https://youtu.be/Iz_xo1rnLcQ - roughly 8 minutes :)

Just in case anyone would wonder on pairing PBR textures and Maxwell Render, feels like the workflow is kinda straightforward, but could be tricky sometimes, especially when you're trying to match PBR viewer preview with the result from Maxwell Render.

Cheers.
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By Nasok
#398307
Hey guys, here is the 3rd part of the short series of video tutorials focusing on PBR Workflow with Maxwell - https://youtu.be/JEUvcWG3rBI - this time it's all about depth of field, lights and rendering.
I've used a pretty cool and handy script (for Maya) there - could save a lot of time when setting up lights.
Here is the script - http://www.braverabbit.com/placereflection/

Cheers 🙌🏼
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