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 Post subject: Maxwell 2.0 & SU
PostPosted: Mon Jun 01, 2009 4:18 pm 

Joined: Thu Nov 13, 2008 2:52 am
Posts: 977
Very excited about 2.0 coming out. Curious if I was reading something right from the Workflow update that came out recently. It mentions that "Maxwell materials can be displayed in the viewport in high quality," and shows a Maya screenshot. So I guess that's literally saying that you'd see the "high quality material" in your viewport as you zoom, orbit, etc.? If that's the case it doesn't really sound like anything SU could take advantage of unfortunately. Only thing that makes me wonder if I'm reading it wrong is that it didn't equivocate and say that it's something only some plug-ins would be able to take advantage of.

So am I reading that right or is something more like a quick preview render or something like that?

-Brodie


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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Mon Jun 01, 2009 5:16 pm 
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Joined: Wed Apr 13, 2005 4:58 pm
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Location: Madrid
I also doubt it will be available on every host application at the same quality as that capture shows.

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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Mon Jun 01, 2009 7:16 pm 
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Joined: Mon Apr 11, 2005 9:24 am
Posts: 1027
Location: Sydney, Aust
Yeah they weren't really clear on that point! I certainly couldn't imagine the feature being available through SU! I must say I couldn't really understand what it actually was that they were demonstrating!

I checked out the video for the vray rt feature for 3dmax today, it would be so darn cool if the preview in studio could work that fast so testing could be done real time or at least close to real time! Mind you I'd give my left nut just to see open GL rendered shadows in shaded mode. About 60% of my generally short time in studio is spent testing to get shadows correct as they only export correctly from SU direct to render, sun direction is lost once the same file is opened in studio. I've spent 100's of hours trying to get HDRI to work but just cant get the location or levels right yet so preview there would be welcomed as well as all channels for hdri lighting adjustable in multilight.

I hope they may do a fix to a few of the things in 1.7 in addition to the release of 2! Parting with cash in this environment is a harder choice these days! Maxwell 2 or something else? Like food or fry?

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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Tue Jun 02, 2009 3:45 pm 

Joined: Thu Nov 13, 2008 2:52 am
Posts: 977
Richard,

I guess time will tell what else they have in store for us. I, for one, would be willing to sacrifice your left nut for open GL as well.

-Brodie


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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Tue Jun 02, 2009 10:44 pm 

Joined: Mon Mar 17, 2008 4:49 pm
Posts: 310
brodie_geers wrote:
Richard,

I guess time will tell what else they have in store for us. I, for one, would be willing to sacrifice your left nut for open GL as well.

-Brodie


Funniest comment I've read in a while!

I'm with you, by the way. I am sure Richard's happy he's spurred such solidarity amongst his peers.


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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Fri Jun 05, 2009 5:33 pm 

Joined: Thu Nov 13, 2008 2:52 am
Posts: 977
Stinkie, what, of Richard's, do you suppose we'd have to sacrifice for higher poly support in SU? :twisted:

-Brodie


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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Fri Jun 05, 2009 7:02 pm 

Joined: Mon Mar 17, 2008 4:49 pm
Posts: 310
Hmm ... maybe all of him? I heard John Bacus was looking for a gimp.* Suit up, Richard!


* quite possibly not true


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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Sat Jun 06, 2009 2:02 am 
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Location: Sydney, Aust
Stinkie7000 wrote:
Hmm ... maybe all of him? I heard John Bacus was looking for a gimp.* Suit up, Richard!


* quite possibly not true


Suited up and ready to go! lollie for more poly!

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 Post subject: Re: Maxwell 2.0 & SU
PostPosted: Mon Jun 08, 2009 3:15 pm 

Joined: Thu Nov 13, 2008 2:52 am
Posts: 977
:lol: way to be a team player Richard!


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