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    Maxwell. One half darker problem (not an emitter)

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    • pietervP Offline
      pieterv
      last edited by pieterv

      Hello,

      First off I want to say I really like Maxwell as a render program and I owe Jason Maranto for explaining it so clearly in his tutorials! And thank you for the RAL library materials man!! I love them.

      The problem I have is the following: sometimes when I render geometry in the form of components or groups, one part becomes darker then the other, although they are identical (the exact same Maxwell material is applied).

      Can someone help me out please? Thanks!

      http://img444.imageshack.us/img444/435/wegensnelweghoog48sketc.jpg

      http://img19.imageshack.us/img19/4373/wegensnelweghoog03sketc.jpg

      http://img33.imageshack.us/img33/6962/zottekes02render003sket.jpg

      http://img545.imageshack.us/img545/1981/zottekes032d01sketchuca.jpg

      http://img23.imageshack.us/img23/3264/zottekes02render010sket.jpg

      This is my website:
      Citypixels - 3d Visualisatie Architectuur

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      • jason_marantoJ Offline
        jason_maranto
        last edited by

        You are very welcome -- I'm glad you found them helpful. I'm working on a full set of MXM's for the entire collection of Arroway textures which should be released in the next month or so (for free of course)... so maybe you will find those useful as well.

        In the case of the road it looks as if it is possible (in that lighting scenario) that there is a slight tilt to the the road which is catching the light differently -- however I would not doubt it could be an issue with instances... I've seen some strange stuff and it could be a bug. My best suggestion is to run it by JD at the Maxwell forum and see what he says: http://www.maxwellrender.com/forum/viewforum.php?f=107

        The second example is much easier to explain -- Maxwell is completely dependent on the "normal smoothing" you apply in SketchUp, and while the surfaces within the component can be smoothed, the edges of the components (where they meet) cannot -- so in this instance the only way to keep the surfaces smooth is to have them be one continuous surface (ie not components/groups).

        Best,
        Jason.

        I create video tutorial series about several 2D & 3D graphics programs.

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        • pietervP Offline
          pieterv
          last edited by

          Hi Jason,

          The set of MXM's for the entire collection of Arroway textures sounds really cool and helpfull. I'm looking forward to it. πŸ˜„

          I have checked, and there is not a slight tilt in one part of the road, so that's not the problem. But I was able to solve the problem by changing the components into groups (Strange, I thought I tried this before).

          For the second example: Ok, I prefer to work with as many components as possible, but if it's not always possible then I can live with that. I can always keep a copy of the geometry where I use components and then for the final render I can replace them by one group.

          Many thanks for your quick response!!

          http://img571.imageshack.us/img571/5095/wegensnelweghoog50sketc.jpg

          This is my website:
          Citypixels - 3d Visualisatie Architectuur

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          • BurkhardB Offline
            Burkhard
            last edited by

            Is the second roadside made as a copy with textures?
            I know some problems with textures when they were scaled to the opposite.
            In that case you have to regroup this part again. I do not think it is component related.

            [http://www.ia-plus.de(http://www.ia-plus.de)]

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            • pietervP Offline
              pieterv
              last edited by

              In the first render the two sides of the road were two components that I flipped along an axis (mirrored). In the last render (with no darker area) I exploded each components and made groups out of them.

              This is my website:
              Citypixels - 3d Visualisatie Architectuur

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              • BurkhardB Offline
                Burkhard
                last edited by

                @pieterv said:

                In the first render the two sides of the road were two components that I flipped along an axis (mirrored)

                Thats what I meant. After mirroring explode the component or the group and group it again. The texture on the flipped side can have some artefacts. So the workaround you mentioned is right, although you can try this out just with the flipped component.

                [http://www.ia-plus.de(http://www.ia-plus.de)]

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