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View Full Version : Maxwell Render V1.0 Information Update from Victor -11-23-05


Continuumx
11-23-2005, 08:55 PM
victor
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Joined: 08 Sep 2004
Posts: 415

Posted: Wed Nov 23, 2005 11:24 am
Post subject: Re: Important questions about Maxwell for NL team
(http://www.maxwellrender.com/forum/posting.php?mode=quote&p=83387)
morbid angel wrote: I have these questions for stand alone app of maxwell and just food for thought:

If maxwell is supposed to be totally stand alone program how would one imagine a work flow?

- does this mean that you have to export every scene to maxwell interface and shade it there?

You can keep the current plugin workflow but the material edition must be done in the Maxwell material editor, which is built inside the new interface. We will provide a direct link from the plugin to the external material editor too. Textures and maps are supported from the 3D app as with the beta version.

Quote: - would it mean that if you have a textured and shade the model in max or other programs and then you need to export it and re-shade it in maxwell every time because of its shader support in standalone interface and not in native 3d app?

The current Maxwell materials from the beta will be mapped to the new materials. New materials are available in the external material editor, and the materials (as .mxm files) can be assigned from the plugin.

Quote: - how would you imagine doing 150 scenes with using same cheracter set which has been preshaded etc in a native app? shader set? wouldnt that be a hussle to retexture all of that for every scene? I can't seem to grasp this idea.

Maps and textures are supported like in beta. Materials can be assigned in the plugin, but only created and edited in the external editor.

Quote: - What about atmospherics like smoke? seems to me with exporting the meshes to maxwell it would only support the meshes. Which is a drawback.

Maxwell provides new features, and these features are exposed through the interface so everybody can use them without waiting a plugin support. Some features may be also exposed in some plugins, but this will not be the main strategy. Should we add the moon light support or a lighting post-process tool it will be done in the Maxwell interface.

Quote: - Another thing is that if you have millions of polygon meshes which are being smoothed on render only (in the native app) and are low res in 3d view, how would one be able to work with them in maxwell if they have been already smoothed? would the performance be affected?

This should be exported through the Maxwell plugin. It may depend on each 3D application and the internal SDK. It's like asking how the FBX export would do it.

Quote: - What about animated projections? if one has an animated texture projection which is parented to the camera, how would maxwell handle that?

Each frame is exported individually to different MXS files, like animated objects or cameras, should work.

Quote: - Is there any pass support? we all know how important pases are in film production. It fine for still renders of interriors, however film approach requers more elaborate and flexible techniques.

We support alpha, z, cosine camera and normal. We will be adding more if needed.
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ref: http://www.maxwellrender.com/forum/viewtopic.php?p=83421#83421

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