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PostPosted: Thu Jul 06, 2006 9:12 pm 

Joined: Tue Jan 18, 2005 11:37 am
Posts: 13
Location: Paris
Hello,
you must have downloaded this file "StandardMatScene06-28-v1-1.7z"
so you can rename yours.
This file is compressed with 7zip but you can use winrar.
The file must be 2,29 Mo (2 405 087 octets), if not, download it again.

Read first Thomas post entirely, at the bottom you'll find explanation.

hope that help.

pierre


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PostPosted: Thu Jul 06, 2006 11:05 pm 
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Joined: Tue Aug 16, 2005 6:33 am
Posts: 471
Location: Oakland, CA
Thanks Pierre.

I realized that this file is included in the 1.1 download of Maxwell.

Off to the sweatshop.


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PostPosted: Sat Jul 08, 2006 3:42 pm 

Joined: Sat Jul 09, 2005 10:27 pm
Posts: 45
Location: vancouver
Great model Thomas! It's quite intriguing.
Here's one I did last night using the new 1.1 Wizard (Thanks NL).
Now let's see if I can get this image posting to work...
Cheers,
Ernest

Image


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PostPosted: Sat Jul 08, 2006 7:49 pm 
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Joined: Wed Dec 29, 2004 9:56 pm
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Location: A sea of mist.
Hi all,

There is a new update on this scene (version 6-29-SpeedOpt)

This, I feel, is a good step forward.

Changes:
Tom offered a very inventive suggestion in regards to this scene. The idea was to bake the Maxwell illumination into a spherical panorama and use it as an MXI/HDR background to replace the walls. This shortcut is very tedious to accomplish but the reward is a substantial speed increase.

1. The walls have now been hidden and a spherical panorama (MXI) is added as a substitude. A great deal of care has been put in the construction of this MXI to ensure that its illumination and placement accuracy is nearly identical to the original geometry it replaces (It has been vignette corrected frame by frame, curves corrected and exposure calibrated. A render of the original geometry was juxtaposed and the reflections delta was probed via eyedropper. A test scene has been rendered several times and the MXI intensity relative to the scene emitters has been carefully adjusted with the calibration card ... the camera exposure settings *must* remain identical as previously).

2. The core (with the Maxwell logo) has now been split in two parts.
The exposed part is still the logo against 50% gray.
The rest is now an emitter on top of a 50% gray BSDF material. You can turn on this "Core emitter" for SSS tests and such ... please let me know how it goes.

3. A second projector (spherical) has been added to the large sphere.

4. The UVs of the base have been inverted (caution there is an updated texture for the base)

5. The PDF instruction sheet has some slight updates

A typical render now benchmarks at 32.02 on my machine (it used to be 15.5 or less)

-

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Last edited by Thomas An. on Sat Jul 08, 2006 8:03 pm, edited 1 time in total.

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PostPosted: Sat Jul 08, 2006 8:00 pm 
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Joined: Thu Feb 16, 2006 1:55 pm
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Location: UK
Great work again Thomas. Thanks :)

EDIT : Just to let you know, the default colour of the emitter on the core object is black.

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PostPosted: Sat Jul 08, 2006 11:55 pm 
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Thank you Thomas!

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PostPosted: Sun Jul 09, 2006 1:01 am 
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DrMerman wrote:
EDIT : Just to let you know, the default colour of the emitter on the core object is black.


Yes, it *must* be black ... or you could set the watts to zero (0) ... this is important otherwise it would be always ON; which is not desirable since the core object needs to be uniformly gray most of the time (especianlly with glass materials and such) ... that emitter should be activated only as needed on special occasions.

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PostPosted: Sun Jul 09, 2006 1:05 am 
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Yep sorry mate. I'm so used to setting the watts to zero my mind got confused (been doing that alot as of late... :D ) The new additions to the object are really useful, already its speeding things up. So thanks!

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PostPosted: Mon Jul 10, 2006 5:45 am 
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Joined: Mon Apr 11, 2005 9:24 am
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Location: Sydney, Aust
Maximus3D wrote:
While i'm at it.. tossing in another one, just the image this time but it's a variation of the above one with new maps and some new and tweaked settings to get a lead like material.

Image

/ Max


Mate that's awesome! I'd imagine with a different map you could nail a galvanised metal finish I've tried about 100 different trials to get something even 1/10 th of your result and still no luck!

If you could give a tip there I'd consider you a GOD!

Cheers, Richard


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PostPosted: Mon Jul 10, 2006 5:48 am 
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Location: Sydney, Aust
superbad wrote:
Wood material generated by the new 1.1 wizard. I manually edited this one to be midway between "gloss" and "semigloss". The layer settings it generates aren't what I would have expected, but the material looks good.

Image


Seriously GOOD!

Makes this scene look much more flexible too! Impressed with all the result I've seen so far!


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PostPosted: Sun Jul 16, 2006 12:06 am 
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Joined: Thu Mar 17, 2005 7:23 pm
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Location: Gothenburg, Sweden
Richard: Yay thanks so much :oops: i'm pleased you liked my lead material so much. Now i wish i saved it, unfortunately i never did :( but i could probably redo it again if you want it. Or hmm.. galvanized metal you said, i'll give it a twirl and see what i can come up with :) cheers! and here below is a quick rugged worn type gold material test i just ran..

Image

Btw, sorry for late reply but i had a computer breakdown (hardware failure).

/ Max

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PostPosted: Sun Jul 16, 2006 12:22 am 
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Joined: Wed Dec 29, 2004 9:56 pm
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Location: A sea of mist.
Hi Max (and everyone)

If you like to showcase your materials please feel free to use this thread:
http://www.maxwellrender.com/forum/view ... hp?t=17496

(Preferably the images should be cooked enough so that the noise is not visible).

I put a few in there to get you started (but didn't put all of them, since I don't have time to create thumbnails for all images)

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PostPosted: Sun Jul 16, 2006 12:44 am 
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Doh! ofcourse, thanks for the reminder Thomas :) i completly forgot about that thread. If it's not sticky then it should be so. I'll put my materials and MXM and all that there from now on instead of here.

/ Max

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PostPosted: Sun Jul 16, 2006 11:39 am 
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Location: Gothenburg, Sweden
Another question or two for ya Thomas, should we just post the materials and the mxm files directly now in the other thread or how is it supposed to work ?

And what if we use commercial textures for our materials, then what do we do with those ? :( (i might just share the materials anyways and don't care about the textures i used for them)

/ Max

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PostPosted: Sun Jul 16, 2006 1:02 pm 
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Joined: Wed Jul 20, 2005 9:51 pm
Posts: 715
Location: Copenhagen, Denmark
I suggest that if commercial textures are used then just mention where to purchase the texture (and the texture filename).. but still include the mxm file. I could imagine that most texture venders would be quite upset if their commercial textures are shared for free.

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Maxwell 2, Max 2012, Win 7 64x, ASUS Rampage III Extreme, Intel Core i7 950 Quadcore 2.8 Ghz, 2 x Gigabyte GTX 280, 24Gb DDR 3 RAM


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