All posts relating to Maxwell Render 1.x
By BEM
#87339
One question,

is camera matching possible with RC and can i place a background picture in MR, i mean no post in photoshop

BEM
User avatar
By tom
#87400
(Q051128.W001.0013.Nicolas Rivera)
It will be possible to make UV projection mapping and it will be easy.
It will also gather and use the UV information from plugin exported scene files.

(Q051128.W001.0012.Nicolas Rivera)
Preset light types are now obsolete. You'll be able to build your custom
emitters using power/color or temperatures (Kelvin) and MXI emissions and
save them as MXM (Maxwell Materials) for building your emitter catalogue.
Not only for emitters but also for common materials, we're planning to give
several MXMs ready-to-use.

(Q051128.W001.0009.Nicolas Rivera)
Yes, it will be possible to share them as MXM files. Currently textures will be
used as linked items to MXM files to make sharing easier. Imagine, you
can use the same big texture in many MXM definitions and this way is
more efficient. In the future such embedding feature may be as an option.

(Q051130.W001.0039.Maxer)
If you mean it for rendernodes, some components will run like/as services.
User avatar
By Micha
#87726
tom wrote: (Q051128.W001.0012.Nicolas Rivera)
Preset light types are now obsolete. You'll be able to build your custom
emitters using power/color or temperatures (Kelvin) and MXI emissions and
save them as MXM (Maxwell Materials) for building your emitter catalogue.
Not only for emitters but also for common materials, we're planning to give
several MXMs ready-to-use.
Can we simple set a spot light without geometrie and caustic reflectors?
User avatar
By Thomas An.
#87727
Micha wrote: Can we simple set a spot light without geometrie and caustic reflectors?
Micha,

Do you mean, including lights in non-physically correct ways ? such as a theoretical point source of zero area (or mass) ?
By GuyR
#87739
Will the new MAX/VIZ plugin work with VIZ2006?

Will the new MZ/VIZ plugin work with the realworld scale UV settings?

Will the GUI's UV system allow us to specify maps as real world coordinates?

Will RPC's work with VIZ/MAX and maxwell?

Will plants created in xfrog or other plugins export correctly now with the MAX/VIZ plugin?

Guy
User avatar
By tom
#87763
Micha wrote:
tom wrote: (Q051128.W001.0012.Nicolas Rivera)
Preset light types are now obsolete. You'll be able to build your custom
emitters using power/color or temperatures (Kelvin) and MXI emissions and
save them as MXM (Maxwell Materials) for building your emitter catalogue.
Not only for emitters but also for common materials, we're planning to give
several MXMs ready-to-use.
Can we simple set a spot light without geometrie and caustic reflectors?
You mean simulating real-model results, no currently not available.
But you're the one who already had remarkable simulations with MXI too ;)
User avatar
By michaelplogue
#87830
Thomas An. wrote: [
michaelplogue, can you please clarify item #(Q051129.W001.0035.michaelplogue)

Thanks,
Sorry, I missed this post. using the 3dsMax plugin, you can't use the emitter material in a multi/sub material (for example, MatID 1 is a diffuse, MatID 2 is a metal, and MatID 3 is an emitter).

This does not work with the current version. It requires detatching the faces as a new object, and assigning the emitter to this separate object.

However, I believe tom answered this......

(Q051129.W001.0035.michaelplogue)
This question is not core related, but plugin. Questionable.
User avatar
By Thomas An.
#87837
Thanks Michael !
User avatar
By Thomas An.
#87840
GuyR wrote:Will the new MAX/VIZ plugin work with VIZ2006?

Will the new MZ/VIZ plugin work with the realworld scale UV settings?

Will RPC's work with VIZ/MAX and maxwell?

Will plants created in xfrog or other plugins export correctly now with the MAX/VIZ plugin?

Guy
Guy,

The above questions are plugin specific. They are best suited for the respective plugin section.
Will the GUI's UV system allow us to specify maps as real world coordinates?
This one added to the list.
Thanks
User avatar
By michaelplogue
#87841
However, I guess the question still stands.

Will we be able to do this in the stand-alone material editor if this is a plug-in problem?
User avatar
By Thomas An.
#87844
michaelplogue wrote:However, I guess the question still stands.
Will we be able to do this in the stand-alone material editor if this is a plug-in problem?
Michael,

I am a little confused.
You presume that the stand alone has the C4D concept of multi/subs ?
User avatar
By michaelplogue
#87850
Thomas An. wrote:
michaelplogue wrote:However, I guess the question still stands.
Will we be able to do this in the stand-alone material editor if this is a plug-in problem?
Michael,

I am a little confused.
You presume that the stand alone has the C4D concept of multi/subs ?
Well, this is from the white paper. I'm assuming this is how Maxwell will handle multi/sub materials. Plus, since the existing version deals with multi/sub materials, I'd assume (once again :oops: ) that the RC will have this feature as well (Icertainly hope so!).
In order to provide a low level material edition, polygons can be selected and stored into groups for a fast and easy material assignment.
Test materials with the confidence of recover the previous selections.
So, maybe this should be a two-part question:

1. Will the RC be able to handle multi/sub materials

2. Can you assign any/all types of MX 'shaders' in a multi/sub material (which will likely be yes, since all indications are that there will only be "one" material with numerous options).

Oh, heck! Never mind... I'll find out tomorrow. :P :P :P
User avatar
By olbo
#87881
1. Will the high contrast issue (steps in AA) been fixed in the RC1?

Thanks, ... ;o)


take care
Oleg
User avatar
By Hervé
#87900
olbo wrote:1. Will the high contrast issue (steps in AA) been fixed in the RC1?

Thanks, ... ;o)


take care
Oleg
Ouch..... that's a cruel one..... he he
By DELETED
#87941
DELETED
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