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By Tyrone Marshall
#56709
maxwell05 wrote:please tyrone ... can you explain these words...

"This one is called light tray. An experiement that started before the maxwell television tests, but was affected by that type of look. Enjoy! Via the Cinema 4D plugin."

can you help in this...?

http://www.maxwellrender.com/forum/view ... ustics+sun

is possible to see the light of sun trought the water... caustics trought the water...

please---

thanks a lot


MAXWELL05 :lol:
I left a response in your thread for your work, check that out.

As for the light tray, it is simple in construction. There is an emitter plane at the bottom of the light box that projects light up at the green/noise image.

Now to get the light to illuminate the green/noise plane (this was before we had mxi textures), I took the green/noise image and made a dither image of black and white. I put this in the alpha channel which effectively gave very small areas to transmit light through to the green/noise image. It is a kind of back light method technology.

You could use this same example in your box of water, except it would be a trick to get light to reflect from the bottom of the box to back up through the water and at the camera. You water would appear to be illuminated.

But this is not necessary as you can now use MXI textures, although this technique is interesting for further exploration.
Last edited by Tyrone Marshall on Sun Aug 21, 2005 2:00 am, edited 1 time in total.
User avatar
By Tyrone Marshall
#56743
PV wrote:Nice images Tyrone, often the simple setups are very pleasing to watch, the dimesions, the depth, the space etc. Up the Sphere tesselation, don't safe polys on such a sensible part :o
Thanks for the comments PV, I will watch tesselation in the future!
#60593
Image

This result is after small amount of couple minutes post work with Photoshop CS2.

The story:

Maxwell Render Effort:

The scaled down version to match reference image size-

Image

I normally would with Maxwell render at least twice the size of the render resolution that I need, so in this case, I feel this is right regardless of the noise and with no post production. This render is pure Maxwell Render Beta 1.2.2a.

I might do a version with AR2.5 once I receive the update as I am pleased with AR2.5 handling of the scene so far from other examples in this thread.

Here unscaled version - the result looked very much the same after 5 hours, there was some noticeable reduction of noise as this represents the result after 9 hours.

Image

Stats:

Time 9 hours 42 min

Burn 0.67
Monitor Gamma 1.44
Film ISO 120
Shutter Speed 190.81 (1/s)
fstop 4

Geometry:

Num Meshes: 219
Num Triangles: 179288
Num Vertexes: 90501
Num Normals: 124453

Materials:

Num Emitters: 1
Num Diffuse: 79
Num Metals: 60
Num Plastics: 75
Num Dielectrics: 4

Bitmaps:

Num Bitmaps: 1

This is my contribution to a discussion of comparison between Cinema 4D Advanced Render 2.5 and All the rest render engines on CGSociety.

Here is the original reference render:

Image

The thread ref link:

http://forums.cgsociety.org/showthread. ... ge=1&pp=15

Thanks to ImageShack for Free Image Hosting
User avatar
By Mihai
#60617
The light looks too harsh because I think you're only using a plane and assigned an emitter mat to it? The physical sky adds a lot of subtle color detail to an interior, use it together with another plane to simulate the sunlight if you want, it will give much better results. Remember those renders by Tora? Is there also another light from the right? It's a bit too strong perhaps, flattens the image.
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By Tyrone Marshall
#60636
Thanks for the suggestion Mihai.

I am using a small 8in x 8in plane for the shadow casting light source followed by skylight.

I was looking to cut down the render time by not using the physical sky as there is not much to see of it in this image. I will search for the images by Tora, I am curious.

Ah, I cannot believe I forgot the renders by TORA. Now I see what you are talking about. Good lesson, thank you Mihai.

I checked out the model and there is a very large opening on the side opposite the window. I cannot believe I did not inspect this model before testing it. I was in such a hurry to get the render going. Well I "plugged" up the hole. I will be doing another render very soon!

I will also move the current light source so the shadows are cast downward towards the floor rather than this early morning setting. I think I know what you are referring to, I think the skylight is set much too high. I was experimenting with that and it is giving too much ambient light.
User avatar
By jotero
#60706
hello all :)

thanks very nice test scene :)
Image

ciao
torolf
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