FREE Maxwell Render for Sketchup (free version).
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@zoom123 said:
for complex scenes the draft engine could take many days to produce a result that the Production engine can do within a few hours? (i.e. you will practically never wait for the Draft engine to finish)
If you recall this thread you will see that for a reasonable scene, the difference between draft and production is incremental, not night and day. My impression was that it gets a slightly better result a little faster - maybe 10-20% (My subjective impression) If you give it a torture test scene, like one small daylit opening and complex emitters, sure, you may see a big difference, but I think it more has to do with how well you set up the lighting situation. It all depends on the kind of scene you are trying to render...
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As I said -- Arch Viz lit only by Physical Sky or IBL will work (more or less). However start adding emitters and more complex materials/models and things become difficult for the draft engine to resolve very quickly.
Your scene setup was pretty basic for Maxwell therefor the difference between engines is minimal (as you say).
This falls under knowing the limitations of the tool and working within them.
There is also an issue with uneven power of emitters -- basically the idea is that the sun is a much more powerful source of light than the emitter materials... when you put both light sources in the same scene the emitters often look "grainy" due to the uneven power ratio (Maxwell prioritizes powerful emitters).
Best,
Jason. -
Thanks, now that difference is clear!
Another question:
I've been looking at arroway textures (ex: http://www.arroway-textures.com/en/products/concrete-1/contents ) and I noticed they provide several different kinds of maps (diffuse, bump, specularity etc). How would I apply those textures with Maxwell for SU?
I understand how to add the diffuse and bump maps, but where would I add the specularity / glossiness map?
Also there are some textures where a bump map is provided and in addition they give a value for displacement. How can I do that?
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This is where we bump up against the limitations of the "stand-alone" plugin as far as materials are concerned -- as things stand right now there is no way to map specularity within the stand-alone plugin... you will have to use MXED (I'm sure you've heard me say that before). In order to do that you will have to download the demo version of the full Maxwell Render Suite.
This may change in the future, obviously there is already a request in place to allow the embedded character type materials to map specularity but when (and in what form) this arrives I could not say.
Within MXED mapping specularity is a fairly simple operation which you can see my video for here: http://youtu.be/sof2gfMQXwc
Displacement is a simpler matter within the plugin-- under the bump section you will find that you can choose from bump/normal/displacement and load a texture/settings as needed... but before you get too far into working with displacement materials please read this thread as it will save you alot of wasted time/bad results: http://www.maxwellrender.com/forum/viewtopic.php?p=352777#p352777
Best,
Jason. -
Thanks!
Would it still worth to buy the arroway textures (or similar) even though I will not be able to use the specular maps? How much worst would the result be without the specular maps?
Regarding Bump and Displacement maps, some of the textures would say something like "diffuse 100% - displacement 50mm" (http://www.arroway-textures.com/en/products/stonework-1/contents). With the plugin it doesn't seem possible to change both the bump and the displacement at the same time, it is one or the other. Or maybe I didn't understand something?
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I have already made some of the Arroway materials into MXMs (and linked SketchUp materials) -- however I cannot supply the texture maps to make them work (which each user has to purchased from Arroway on their own).
If you do decide purchase the textures I can share the sets I have already made into materials to at least allow you to have access to the best Maxwell can produce with those particular sets.
The sets I currently have already made are:
http://www.arroway-textures.com/en/products/wood-flooring-1
http://www.arroway-textures.com/en/products/edition-1
http://www.arroway-textures.com/en/products/concrete-1I'm open to doing other sets but those are the only sets I currently own so it will have to wait until I can purchase more.
As far as displacement (and the plugin) goes you are right, you can only have one method active for any material -- whereas in MXED you can have all three types active in various combinations... hopefully you are getting the hint, it's worth downloading the Maxwell Render Suite demo to get access to MXED (at least until the materials in the plugin are beefed up).
Best,
Jason. -
Thanks for the help!!
I am mostly interested in their stone textures ... if I get the Render Suite demo will I be able to create and save the materials and keep those materials to use with the stand-alone plugin even after the demo expires?
@unknownuser said:
at least until the materials in the plugin are beefed up
Any insider info about when that would happen? If I buy the stand-alone plugin now to what sort of free upgrades will I be entitled to? Just minor ones or major ones also? (e.g. 2.6.20, 2.7 or 3 also?)
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There's no difference between the materials you make in the demo or your ability to save them so you'd be able to use them in the free version forever.
You get free upgrades to point releases, and then discounts (as I recall) to upgrading at major releases (ie. v3 whenever that comes out).
-Brodie
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Thanks Brodie. I will have a look at the demo then!
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Let us know how you like it. I think you'll really like the material creation process.
-Brodie
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Once you have the demo you will definitely want to watch these videos:
http://support.nextlimit.com/display/tuts/Maxwell+Render+video+course+from+VTC
The ones from "Introducing the Material Editor" forward are a good primer course on the basics of working in MXED and general Maxwell materials principles... which personally I find is one of the most fascinating elements of working in Maxwell.
Best,
Jason. -
@jason_maranto said:
I have already made some of the Arroway materials into MXMs (and linked SketchUp materials)
I'd kill for those. Well, not quite, but still. I own most of Arroway's dvds -I'd love to pick your mats apart.
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I'm not sure they would have much relevance outside of Maxwell -- however if you'd like to take a look you can find all of the links for the "edition 1 set" here:
http://www.maxwellrender.com/forum/viewtopic.php?p=350773#p350773
I haven't posted the next 2 sets because I'm still tweaking them based on tester feedback -- I'm a bit slowed down right now due to a looming deadline for a new tutorial series on Substance Designer.
Best,
Jason. -
@jason_maranto said:
I'm not sure they would have much relevance outside of Maxwell
I own a license -so thanks.
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From what is said I understand that creating the materials based on the Arroway textures is not as simple as just loading the maps and values provided by Arroway in MXED. Is that correct? In that case maybe instead of trying to create the materials myself with the demo version I would be better off downloading ready made materials created by pros!
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It is alot of work -- each set took me about a week of solid work to put together (including testing time)... and it is not really as straight forward in Maxwell as it might be with Arroway in other engines but I do use the formulas they provide (just interpreted through the Maxwell interface).
There are some marketplaces where you can buy ready made MXM materials -- here's a good place to start:
and also here:
Best,
Jason. -
@zoom123 said:
From what is said I understand that creating the materials based on the Arroway textures is not as simple as just loading the maps and values provided by Arroway in MXED. Is that correct? In that case maybe instead of trying to create the materials myself with the demo version I would be better off downloading ready made materials created by pros!
Material creation in any professional program is as much art as science (although maxwell in general and Jason, in particular, has the potential to create materials in a highly scientific way). That said, you should do both. Jason's materials will give you a great idea of how to create your own. The MXED has some wizards that can help you create plastic, glass, textured materials, metals, etc. so it's easy to pick up and get something very good without being a pro. But the more you use it you'll discover what exactly the values and settings do and the process will be faster.
With the arroway textures you can pretty much just use the wizard to create a "textured" material, drop in the arroway maps and you'll be in great shape. Jason tends to take them to the next level though tweaking values and adjusting layers to get them just right (and then generously GIVING his hard work away to the joy of us all!). However, if you're new to Maxwell, photography, and/or rendering in general using Jason's materials could be like learning how to golf with a $400 driver - it won't hurt but it's not going to magically make you a good golfer...or renderer. So keep that in mind, and definitely play around with the material creator as it's one of the most enjoyable parts of Maxwell IMO.
-Brodie
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Thanks for the answers! As a newbie and non-professional in this field I think for the time being I will stick with the stand-alone plugin and ready made materials. It seems that I will have to learn a lot to create high quality materials with MXED and there is no point in trying to learn so much within the 30 day demo trial when I am not planning to buy the Render Suite (for now at least).
I was looking at the results of the Maxwell Render For Google SketchUp Competition and I wonder if the images there were created exclusively with the stand-alone plugin (particularly for the "Free Category") without the use of MXED or any other help from the Render Suite.
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@zoom123 said:
I was looking at the results of the Maxwell Render For Google SketchUp Competition and I wonder if the images there were created exclusively with the stand-alone plugin (particularly for the "Free Category") without the use of MXED or any other help from the Render Suite.
IMO using MXED does not violate the terms of the free category because it is free also -- the last time I used the demo, MXED did not expire with the rest of the suite... however that may not be the case any longer. Next Limit often run contests and competitions on the Maxwell MXM Resources webpage and to be fair to everybody users would need access to MXED to create their entries, so some of what you can download there was created using demo versions.
I would venture to say that getting high-quality output from Maxwell will require the use of MXED at least sometimes (or ready made MXM materials)... there are simply too many instances where you need to do complex blending of layers/BSDF to get a particular effect.
The embedded character type materials in the plugin are essentially "wizard" materials and were really made for simple convenience of converting SketchUp materials rather than actually taking the place of MXED... the stand-alone plugin concept came much later and the materials have not yet been revisited to deal with the lack of MXED (with the exception of IES emitters).
I would definitely say material making is probably the most complex element of working with Maxwell -- it's an area that even long-term users can have issues with. But bear in mind, if/when the plugin materials are "beefed up" it will have to become more like MXED because that is the basis of all Maxwell material making in all plugins... so learning MXED will never hurt you, nor be wasted time.
However all that said, your particular circumstances are somewhat unique in the sense that you have a particular project you are working on -- and it is unknown if you will need to use the software regularly beyond that. If I were in your shoes I would probably choose to keep it simple as well.
Best,
Jason.
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