Any features you'd like to see implemented into Maxwell?
User avatar
By MetinSeven_com
#5421
And this:

MATERIALS/MAPS:

• If you use a Multi/Sub-Object material, it doesn't work if you copy materials from one multi-material slot to another and change the settings of each material, unless the individual sub-materials all have different names.

Cheers,

Metin
User avatar
By MetinSeven_com
#5839
Yep, that'd be very nice as well. Thanks for your addition.

Cheers,

Metin
By siliconbauhaus
#5894
a camera converter that will take a max camera and change it to a maxwell type and vice versa would be nice
User avatar
By MetinSeven_com
#5897
Yep, very nice one as well, especially because you can then keep a viewport angle, create camera from view and convert that to Maxwell camera.

Cheers,

Metin
User avatar
By tom
#6048
I wish to see positive bumpmapping since it's now mapping it inverse.
Tip for the users: Put the map in channel and set the value negative (-)
User avatar
By MetinSeven_com
#6309
Very good wish and very good tip, Tom, thanks!
By Takumi Takahashi
#6596
Car paint material mentioned ? (clear coating overlay and at least 3 coating support with different refractive index (ND))
I presume Fresnel effect is already implemented ... correct ?

Also radial distortion of the Maxwell camera lense would be nice.

thanks,
User avatar
By andronikos916
#6600
Takumi Takahashi wrote:....Also radial distortion of the Maxwell camera lense would be nice.

thanks,


check the botom sphere for radial distortion of the Maxwell camera lense:
Image
By Takumi Takahashi
#6602
yes - cool - thanks for posting.


OK - so the radial distortion comes naturally with Maxwell Camera.
I think real camera lenses are contructed with multi-lense and each camera will have different radial distortion on its own.
I guess question would be how tweakable will Maxwell Camera be ?

Also did anyone already mentioned fisheye lense option ? (sorry I can't read all posts right now)
User avatar
By tom
#7867
tom wrote:I wish to see positive bumpmapping since it's now mapping it inverse.
Tip for the users: Put the map in channel and set the value negative (-)
I newly noticed that the above situation is about Plastics but not the diffuse.
Diffuse is OK about bump direction. But, I haven't tested for Metal, yet.
User avatar
By MetinSeven_com
#10875
Added this today:

RENDERER:
• Lens effects, such as a specular bloom.
User avatar
By MetinSeven_com
#11283
Added this today:

RENDERER:
• The ability to render spherical, cylindrical, etc. panoramas to be used for QuickTime VR and similar viewers.
User avatar
By MetinSeven_com
#13032
Added this today:

MATERIALS/MAPS:
• Bitmap filtering!

:)
User avatar
By MetinSeven_com
#18272
Hi,

I'd like to expressly repeat this wish:

• Alpha channel support: the ability to determine which scene elements are visible, invisible and last but not least: matte objects (not visible, but only catching dropshadows from other objects).

It makes life so much easier when you want to set objects free, to post-process objects without affecting the background or to change the background without affecting the foreground.

As a freelance illustrator the editors I work for keep screaming for an alpha channel in my Maxwell-rendered images, because they want to be able to change the background colors to match their magazine layouts or to isolate foreground objects.

Having to use the magic wand to achieve this is tedious extra work and is very hard to do with blurry effects, like DOF, soft shadows, glossy reflections, glossy refractions and moblur.

Thanks and cheers!

Metin
By DavidR
#18310
Again, the ability to save an image directly from the VFB, like Max has. Using printscreen sucks, especially with images bigger than screen resolution (printscreen, open Photoshop, paste, pan, printscreen, paste, repeat Xn, align screen prints, flatten, save as, all to get an image with no layer data, etc. UGH). Maybe I want to save at multiple sample levels: give us an easy way and extend the VFB capabilities -it's probably very easy to do, too. Thank you.
render engines and Maxwell

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