My first maxwell render
-
Hey! I would like some crits on the render I'm making.
I'm using the maxwell plugin, but I cant find out how to make a tinted glass or how to make it look dirty. The problem is that if you use a Glass preset, the material wont let the light through and the AGS materials transparency is too big. I have also failed to find a MXM that would fit my needs.Some things that I already noticed: reducing the sun power and increasing the exposure would get rid of the burned areas to achieve a more natural effect and a ceiling light in the kitchen is necessary. Also I just noticed the cabinet color is wrong and the pillows beg for a texture.
The image was rendering for 10 hours for 20 passes
I'm going to have to draw the same image in a one point perspective, so that's the reason for the composition.Edit: damn... I just noticed the maximum resolution set in fire does not override the maximum set in the scene manager. I thought the scene manager only set the aspect ratio.
-
@speaker said:
Hey! I would like some crits on the render I'm making.
I'm using the maxwell plugin, but I cant find out how to make a tinted glass or how to make it look dirty. The problem is that if you use a Glass preset, the material wont let the light through and the AGS materials transparency is too big. I have also failed to find a MXM that would fit my needs.To create a more opaque "AGS" simply use a default character type with a low opacity set (for the SketchUp material) -- if you want it to look dirty use an image (for the SketchUp material) and set the opacity low. There is some tweaking you will have to do to find your personal "sweet-spot" for materials.
Obviously you can get much more "fine-tuned" results with MXED.
I would avoid real glass, your render will take far too long and for windows the payoff isn't worth the effort... this is the reason AGS exists.
@speaker said:
Some things that I already noticed: reducing the sun power and increasing the exposure would get rid of the burned areas to achieve a more natural effect and a ceiling light in the kitchen is necessary. Also I just noticed the cabinet color is wrong and the pillows beg for a texture.
You can also use the Burn parameter along with the Gamma to fine tune the overall output... the internal calculations of Maxwell are HDR so almost anything is possible.
@speaker said:
Edit: damn... I just noticed the maximum resolution set in fire does not override the maximum set in the scene manager. I thought the scene manager only set the aspect ratio.
It is only relevant to aspect ratio so long as the maximum size (set in FIRE) is smaller than the longest side set in your camera (which it usually is)... if not, once you have your aspect ratio set you can simply lock the ratio and move the sliders up to whatever size you require.
I'm not terribly fond of how this works as it seems a bit needlessly confusing.
Best,
Jason. -
Another tip which I do talk quite a bit about here:
http://support.nextlimit.com/display/tuts/Maxwell+Render+video+course+from+VTCYou do not want "white" materials to be over 225-240 RGB, it will create extra noise and not be realistic. Likewise for transparent objects typically 247 RGB is the max.
This has to do with the internal spectral color nature of Maxwell being represented/converted by/to RGB values -- it may take an adjustment period to get used to.
IMO getting good/fast results from Maxwell has alot to do with understanding the material properties, and I do think the videos I've linked will be helpful for establishing a foundation.
Best,
Jason. -
@jason_maranto said:
To create a more opaque "AGS" simply use a default character type with a low opacity set (for the SketchUp material) -- if you want it to look dirty use an image (for the SketchUp material) and set the opacity low. There is some tweaking you will have to do to find your personal "sweet-spot" for materials.
Thanks
I just had a doh moment when I opened the material editor and tried to scale it up. I finally found the long lost material opacity slider
I got the glass I wanted but whenever I use the AGS preset, the result is always the same, even when I change the opacity.
-
Here is the finished render.
In all recent scenes I have rendered SSS materials seem to generate a lot of emissive noise when rendering with the production render. Nothing like that that appears with the draft render.
-
wow! That's beautiful
How did you do that volumetric lighting effect? Looks really great. -
The trick is to use sketchup's built in fog. You can use it as a z-depht image of the model. With the z-depht information you can add a fog effect or use it to make things out of focus with the lens blur filter in photoshop. As for the light streaks- those are just blurred lines.
-
cool, thanks! I wondered if that was pp or if there was some magic render setting.
-
The finished result looks fantastic!
On the topic of SSS noise: that has been drastically improved in the next release (free) for Maxwell which should be out in a couple of weeks... it pays to keep an eye on the Maxwell forum.
Best,
Jason. -
@speaker said:
The trick is to use sketchup's built in fog. You can use it as a z-depht image of the model. With the z-depht information you can add a fog effect or use it to make things out of focus with the lens blur filter in photoshop. As for the light streaks- those are just blurred lines.
Im a noob and need some step-by-step tutorial to do this trick. Any1 knows one please?
-
Don't have a clue what you guys are talking about but if I made something like that I would have both arms in casts from patting myself on the back. I love the lighting effects
Advertisement