Maxwell Render

Maxwell Render Information Repository
It is currently Wed Jun 19, 2013 2:59 pm

All times are UTC + 1 hour [ DST ]




Post new topic Reply to topic  [ 22 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: DEFLIX Gallery
PostPosted: Fri Jun 19, 2009 2:58 am 
User avatar

Joined: Mon Jul 23, 2007 7:11 pm
Posts: 15
Location: Los Angeles
Very nice, although I have a bit of a problem with your camera angles, except on the still life's :D


Top
 Profile  
 
 Post subject: Re: DEFLIX Gallery
PostPosted: Tue Jun 23, 2009 7:43 pm 

Joined: Tue Apr 07, 2009 10:11 am
Posts: 11
Location: South Africa
Great gallery, with an overall high quality of work!
Can you please tell me what setup you used for the render with the horizontal section? My walls never have such a uniform black, did you put "caps" on the cut end of the walls? Is the black background also a solid wall thats been cut? What program did you model in?


Top
 Profile  
 
 Post subject: Re: DEFLIX Gallery
PostPosted: Wed Jun 24, 2009 7:06 pm 
User avatar

Joined: Fri Jul 14, 2006 4:33 pm
Posts: 190
Location: LONDON UK
the model is a sealed environment - and i simply hid the upper surfaces from camera. The black is the background colour. I'm a Max user.
Hope that helps!

_________________
My Gallery:

http://www.maxwellrender.com/forum/view ... hp?t=30080


Top
 Profile  
 
 Post subject: Re:
PostPosted: Sat Apr 10, 2010 10:59 pm 

Joined: Wed Sep 03, 2008 7:27 am
Posts: 46
Location: San Francisco
mashium123 wrote:
Great and clean renders!

I know, it's been mentioned many times, and yes, it's been said many times, that it is a problem every render engine shows... :
the old and mighty shadow problem when using bump maps:
Image

But: Is it just me or why does it seem that Maxwell is the one that shows the consequences of that render problem in the most drastic manner...?


I believe Maxwell isn't the problem, it's polygonal modeling. If the couch was modeled in a mathematically correct NURBS program like Rhino, then you wouldn't see this problem, at least I've never seen it in anything I've done.

That's why Rhino rules if you want something to look 100 % real, the rendering can never be better than the underlying geometry!


Top
 Profile  
 
 Post subject: Re: Re:
PostPosted: Sun Apr 11, 2010 2:20 am 
User avatar

Joined: Sat Feb 24, 2007 11:50 pm
Posts: 7346
Location: Tulsa, Oklahoma
Neeper wrote:
If the couch was modeled in a mathematically correct NURBS program like Rhino, then you wouldn't see this problem, at least I've never seen it in anything I've done.

That's why Rhino rules if you want something to look 100 % real, the rendering can never be better than the underlying geometry!


Maxwell converts nurbs to polygons (triangles) during export. :) I've never used Rhino. Does it have any nurbs to polygon options? Can you specify how dense the exported mesh will be? Just curious.

_________________
Brian Looney
Maxwell + RealFlow
http://lunatic-studio.com/
Help! I'm dispersing into a haze of probability!


Top
 Profile  
 
 Post subject: Re: Re:
PostPosted: Sun Apr 11, 2010 8:31 pm 

Joined: Wed Sep 03, 2008 7:27 am
Posts: 46
Location: San Francisco
Bubbaloo wrote:
Neeper wrote:
If the couch was modeled in a mathematically correct NURBS program like Rhino, then you wouldn't see this problem, at least I've never seen it in anything I've done.

That's why Rhino rules if you want something to look 100 % real, the rendering can never be better than the underlying geometry!


Maxwell converts nurbs to polygons (triangles) during export. :) I've never used Rhino. Does it have any nurbs to polygon options? Can you specify how dense the exported mesh will be? Just curious.


It's correct that Maxwell converts everything into Polygons, but very dense polygons. A simple sphere are converted into 12320 triangles at "Jagged & faster" (Rhino Render mesh quality) and 16128 at "Smooth & slower" settings. You can also specify custom settings, and basically get as high resolution you want. NURBS (as you probably know) has unlimited resolution, as it is vector based. I just looked at a simple speaker I designed, it's converted into 1,3 million triangles.

I've only seen these strange shadows on native polygon models. If I import models from Max into Rhino, then I get the same artifacts as seen here.


Top
 Profile  
 
 Post subject: Re: Re:
PostPosted: Mon Apr 12, 2010 11:41 am 

Joined: Thu Apr 21, 2005 8:04 pm
Posts: 848
Location: Berlin
Neeper wrote:
It's correct that Maxwell converts everything into Polygons, but very dense polygons. A simple sphere are converted into 12320 triangles at "Jagged & faster" (Rhino Render mesh quality) and 16128 at "Smooth & slower" settings. You can also specify custom settings, and basically get as high resolution you want. NURBS (as you probably know) has unlimited resolution, as it is vector based. I just looked at a simple speaker I designed, it's converted into 1,3 million triangles.


While I love working with Nurbs and am long time Rhino-User I consider the old "unlimited resolution/simmilar to Vector" saying nothing but a myth.
The remeshing option Nurbs offer might have been an advantage at the times when there was basically only Nurbs and Meshes without flexible Subdivision.
A cleanly built SubD model however shades better than any mesh created by the meshers of all Nurbs-programs I am familiar with
and can very nicely be adapted in its resolution. If that was different Game-Engines would probably work with Nurbs instead of meshes...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22 posts ]  Go to page Previous  1, 2

All times are UTC + 1 hour [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group