All posts relating to Maxwell Render 1.x
User avatar
By Sebas
#42538
I've been trying HRD out with mx 1.2.2a, so here is what I did;

-converted .hdr to mxi in viewer
-loaded .mxi and applied to spherical emitter
- used skydome at 10 to iluminate dark places (see below...)

Ok, it works, but instead of being like an omni light, it's more of a spotlight, reflecting the HDRI on a hotspot instead of the whole scene. My max crashed so I couldn't save he scene and capture the viewports so you can see exactly how I set this up, but I hade to use a huge, I mean HUGE sphere emitter in order to get that reflection (which is obviously not ok). I tried using 3 smaller ones but I just get a spot on the teapots with the HDRI, and the rest almost black....

any pointers?

anyway.... is it possible to put the texture as environmnent? instead of creating a dome that is...


Thanks

Image
User avatar
By philipbruton
#42574
The sphere emitter should encase your scene. Add a sphere encasing your whole scene, invert normals, apply uv mapping ( spherical ), only the top half of the sphere should be above the ground plane, add emitter shader with mxi texture set to "environ, spherical environment".

Image
User avatar
By Sebas
#42576
thanks alot philip!

just a newbie issue I guess but I hope it helps others aswell :lol:


Oh! another question... this is more of a texturing question that something related to MW but...

Does the UVW map gizmo have to encase the whole sphere?

Image


or would this actually do the same thing?
User avatar
By Sebas
#42756
well... I think I got it... still testing... thanks philip once more

Image
User avatar
By psanitra
#42768
The teapots have bump map or is it geometry?
User avatar
By Sebas
#42772
psanitra wrote:The teapots have bump map or is it geometry?

just a checker bump
User avatar
By philipbruton
#42777
i would advise to move the gizmo down so u don't get any of the black from your hdr -> mxi image showing from the sphere, so the sphere's original centre and the gizmo's centre line up.
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