By 216coupe
#55100
same problem here :cry: :cry: :cry:
please Next Limit !
I want to use Cinemaxwell ............. please
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By victor
#55111
It is not a plugin problem. As you know Maxwell is physically correct. The interpolation of normals (Phong) is an old-trick to get smooth surfaces with few polygons. This cannot stand with the Maxwell philosophy.

The worst situation occurs when the light direction is almost parallel to the faces. In this case there is a conflict between what Phong says and the real geometry.

While Maxwell tries to improve this situation as much as possible, the way to handle this issue is to increase the number of polygons.

This is one of the drawbacks if we want to keep Maxwell absolutely unbiased and physically correct. So please increase the number of polygons and you will get smooth surfaces. If you understand Maxwell, you cannot expect to get these things working as in the old-traditional render technology.

EDIT: please send the scene anyway to maxwelltech@nextlimit.com
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By Ric_535
#55130
this is not a problem :) - spheres will always render like that in cinema - the reason is is that you have "render perfect" checked! - uncheck that and you will see the true subdivision of the sphere at render time
By Becco_UK
#55153
Image

tonfarben: I've been messing with some balls for a while and as mentioned above - increase the number of segments on the sphere. My 3 balls each have about 70 segments for the inner and outer surfaces.
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By Kabe
#55447
Adam Trachtenberg wrote:I'm a bit surprised at Victor's reply. Obviosly M~R is doing *something* with Phong smoothing, so it isn't completely unbiased. That's more than fine with me, but must we pretend that there's no compromise going on. :)
Well, we've had *major* issues with phong, even on simple cubes. These were fixed.

I'm not shure of the current issues are in the same ballpark. To me it rather looks like the tricks other software uses to avoid this are not intended for M~R.

Kabe
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By zoppo
#149136
to bring this up again - i find phong / smoothing not working correctly via plugin.

no matter which number i set in c4d it always shows a 60° smoothing angle in the studio. BUT it doesn't apply 60° - it might be the angle entered in c4d but i'm not sure about that. you can see that by pressing recalc normals.
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