Any features you'd like to see implemented into Maxwell?
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By MetinSeven_com
#4855
Thanks for your additions Tom!

Cheers,

Metin
User avatar
By MetinSeven_com
#4946
Added this today:

• A preset drop-down list in the Scattering section with well-known shader settings, such as Phong, Blinn, Oren-Nayar-Blinn (nice for cloth), Hanrahan-Krueger (nice for skin), etcetera.

Cheers,

Metin
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By Mihai
#4961
Why would you wish that when we'll have an advanced material editor? Those shading models are not physically accurate I think. All I want to know is diffuse and specular reflectance, the rest, Phong, Blinn etc don't really mean anything to me. Even if I've gotten used to them, they are fakes.
By DavidR
#5037
1) The framebuffer needs more pull-down options, like "save as" in case you forgot to set it in Max or decide to keep a test. Printscreen is the only option now.
2)Include 'zoom out' in framebuffer so we can see all of a high-res render's progress without panning.
3) Include an option to allow multiple renders on one machine: you launch a render, but can still render a test in another Max session on the same machine, although everything goes slower until the test ends; but then let's say the test is OK and you want to line up 2 more renders on the same machine and go away for the weekend? -well, Maxwell could have a checkbox for "queue render" which would mean that it wouldn't render until the previous one is finished. It would be like mini render-management software, queueing renders in the order they're submitted.
4) A simple glass material only for reflections. It would not affect light transport (amount of light would be affected based upon tint, but there would be no dispersion), nor add grain, nor affect render time any more than a basic raytraced material does.
User avatar
By MetinSeven_com
#5103
Very good suggestions David, I totally agree, thanks for your contribution!

Cheers,

Metin
User avatar
By tom
#5107
Buffos, in real life every material has a different (unique) scattering graph
and it's possible to have some common ones as a preset. I requested it and
Oscar told me that there will be a BSDF editor in the future:
http://www.maxwellrender.com/forum/viewtopic.php?t=530

Also I want to say that Blinn, Oren-Nayar etc are not fakes. They are just
common surface behaviours and very near to real life substances. In other
words, they are some kind of presets to scattering. Check this:
http://math.nist.gov/~FHunt/appearance/obl.html
User avatar
By MetinSeven_com
#5111
buffos wrote:
MetinSeven_com wrote:Added this today:

• A preset drop-down list in the Scattering section with well-known shader settings, such as Phong, Blinn, Oren-Nayar-Blinn (nice for cloth), Hanrahan-Krueger (nice for skin), etcetera.
I think that this is not possible because maxwell uses an alternative approch to materials.
The above setting are artificial setting, and maxwell just take real life parameters.
What I actually meant was presets for the physically correct Maxwell material parameters that approach well-known shader models.

Cheers,

Metin
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By tom
#5112
metin is ok, buffos will be :)
User avatar
By tom
#5127
Nenad wrote:
MetinSeven_com wrote:What I actually meant was presets for the physically correct Maxwell material parameters that approach well-known shader models.

Cheers,

Metin
I don't understand this. Why would we need an approach of the well known shaders if Maxwell already is offering even better shaders/materials?
Nenad, check out my answer above (with links)
User avatar
By MetinSeven_com
#5304
Added this today:

RENDERER:

• An animatable sunlight system, so one can animate a sunset or sundown, or a subtle atmospheric change of sunfall in a late afternoon.
User avatar
By tom
#5306
"Animatable Environment Parameters" lets say :wink:
By DavidR
#5317
I have no idea what direction my model is pointing relative to Madrid and which side will be in direct sun until render time. With physical sky, I'd like to see an arrow pointer in the viewport that indicates where the sun is coming from. This would, of course, update when the time, day, etc, are changed, but it would be cool if you could move the arrow directly.
User avatar
By MetinSeven_com
#5320
tom wrote:"Animatable Environment Parameters" lets say :wink:
Yeah, but I've included an example application to extra inspire the NL programmers to include it. :)
User avatar
By MetinSeven_com
#5410
Added this today (quite an important one in my humble opinion):

RENDERER:

• I've noticed that you have to set your material colors to quite a low saturation to avoid oversaturation in the render. Oversaturation causes realism to decrease and it's something VRay suffers from as well. I.m.h.o. this is an issue that should be looked into.

Of course the lighting has a lot of influence as well. It remains fairly hard for me to determine a truly realistic light strength versus distance in a Maxwell scene. After all, a large 10,000 Watt lamp at a distance of half a meter can look quite normal when using a certain shutterspeed and fStop.

Maybe some sort of extreme light strength / overexposure warning could be implemented in Maxwell, so you're warned if you've got a lighting setup that's too unrealistic for real life? Just like Reactor warns that a certain object is too light-weighted for real world standards.

Another option might be to include some sort of global saturation balance for the whole scene, so you could adjust that value until your material colors match the colors of the rendered result.
Last edited by MetinSeven_com on Sun Feb 20, 2005 9:25 pm, edited 1 time in total.
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