Render courtesy
...
Maxwell
...
of Fernando Tella
New Features
- Nested Dielectrics
...
https://drive.google.com/file/d/0B1HxSWiw19IaMlA2elJYUGp6T2c/view?usp=sharing
and this is how it renders now:
https://drive.google.com/file/d/0B1HxSWiw19IaNVBLT08wRThCck0/view?usp=sharing
...
- : Nested priority method for interacting dielectrics. Render complex water/glass/ice surface without numerical issues
...
- - just
...
- simply add a small overlap between geometries.
...
WE ALREADY HAVE SOME IMAGES THAT SHOW THIS
This is a critical improvement for any kind of MW user, from Product design to Realflow-MW users. Many people need to render bottles with water or any kind of fluid.
Stereo Lenses
...
- Click for more info
- Stereo Lenses: Two new lens types implemented- Stereo Fish Lens and Lat/Long.
...
- They are
...
- suitable for virtual reality (VR) systems such as Oculus.
...
ADD IMAGE HERE
This is a very interesting feature for architects now that the VR revolution is about to happen. Typically these lenses are used in camera traveling with Oculus-like stereo systems .
Extensions API
...
- Click for more info
- Extensions API: 3rd party developers can now develop their own procedural geometries, geometry modifiers, procedural textures, camera lens, etc.
...
- This extension API is included with the main package
...
NO IMAGES TO SHOW HERE BUT MAYBE WE CAN DO A TIME LAPSE VIDEO
This is a feature interesting for developers only but in the future it could help to create an ecosystem of 3rd part plugins.
...
- . Click for more info
- PSD Output support
...
NO IMAGES TO SHOW HERE BUT MAYBE WE CAN DO A TIME LAPSE VIDEO
This is a good improvement for any kind of MW user
Procedural Emitters
...
- : Maxwell can now save the render in PSD format in 8, 16 and 32 bits.
...
ADD DARIO’S MOUSE
This is a general core improvement that in the future will allow to create new procedural lights that render faster, new kind of analytic lights like improved IES, specific lenses for the scientist sector, etc
- Click for more info
- Procedural Emitters: Apply emitter materials to non-triangle mesh entities such as hair, particles, etc.
...
- Click for more info
- Separated Reflection & Refraction channels
...
- : Render more combinations
...
- such as "Diffuse", "Reflections", "Diffuse + Reflections", "Refractions"
...
ADD IMAGES?
This is a good improvement for any kind of MW user. It is typical to render glasses or subsurface scattering in separate passes to apply denoisers only to them without affecting the rest of the render, which helps to get cleaner architecture renders where noisy glasses play an important role
Improvements in Maxwell Scatter
- . Click for more info
- New "Reflectance" channel: Shows plain colors without the influence of global illumination. Click for more info
- New "Asset Reference" extension: Reference a variety of file formats directly in Studio without pre-converting to MXS. Click for more info
Improvements
- Subsurface Scattering: Significant speed improvements have been made
- Maxwell Scatter: New "remove overlapped" option to avoid collisions between instances generated by the scatter algorithm
...
- , and new "uniform scaling" option to avoid undesired deforming when scaling scattered instances
...
This is a good improvement for any kind of MW user, specially for architects. You might want to distribute trees over your garden randomly but you do not want they intersect in a way that would not happen in real life.
New "Reflectance" channel
This new channel that just shows plain colors without the influence of global illumination It is very useful for achieving "self illuminated textures" when used in combination with custom alpha channels.
ADD IMAGE HERE
This is a good improvement for any kind of MW user, probably more for Product design and VFX. Sometimes projects require tweaks that are only possible skipping global illumination, such as imposing a certain unaltered color in some objects or using textures as if they look like lights that do not emit.
Improvements in Multilight editor
...
- Multilight editor: Added feature to select and edit multiple emitters at the same time
...
- + new "Sort by name/type/intensity
...
This is a good improvement for any kind of MW user, specially for architects
New "Asset Reference" extension
This new extension allows to work with references of many different file formats in the same way Maxwell works with referenced MXS’s so these geometries are not pre-converted to MXS files but Maxwell works with them as references and they are loaded in render time.
Formats supported are many, including OBJ, FBX, Blender, Alembic, DAE, STL, LXO, 3DS, LWO, 3D, etc
This is a great improvement for any kind of MW user. You can have assets in different formats and all you projects will reference them. Namely you could have a huge collection of trees in OBJ format, in the past you had to convert it to MXS but now you can just use this new Asset Reference extension to reference them inside your scenes and Maxwell will convert them to Maxwell geometries in render time.
WE ALSO HAVE THE NEW MW FUNDAMENTALS VIDEOS BUT PROBALY THEY SHOULD NOT BE PROMOTED AS A HIGHLIGHT
...
- " functions
- Grass and Scatter "Grow Towards World-Y" option: This percentage allows you to define if the main growing direction of the blades will be completely vertical towards the world-Y axis (when set to 100%), perpendicular to the "ground" surface (when set to 0%) or at any value in between.
Bug Fixes
- The new "nested dielectrics" feature also fixes artifacts with dielectrics/SSS objects that intersect.
- Fixed artifacts rendering intersecting volumetrics
- Error messaging improved, specially with licensing errors.
- Fixed issues in opaque material type when using textures
- Color space management of input textures improved
- Fixed "hidden from reflections and refractions" was not working properly with coatings.
- Fixed instances of hidden reference were not visible unless they were translated
- Fixed issue with scaled instances of procedural geometries not showing up in the render
- Extra Sampling:
- Fixed Extra Sampling with render region was not stopping at the desired sampling level
- Better support for missing paths for bitmap masks
- Fixed custom alpha channels in referenced MXS
- Fixed other minor bugs
- Fixed potential crash in procedural displacement
- Fix potential crash when using EXR in OSX
- Fixed hang when using deep channel at very high resolutions
- Fixed crash when opening/resuming corrupted MXI files
- Fixed issue in texture interpolation
- On the fly displacement improved.
...
Network
NETWORK
- The new network system (tp_network) is much more stable now. Many features of the old network system have been added.
- Better support for Extra Sampling in cooperative renders
Studio
- Fixed UI issue when having MXM references (the item shown in the stack properties and the item selected could get out of sync)
- Fixed UI issue that allowed to set IES/Spot emitters with Temperature
- Fixed Animation tool forced longitude/latitude sun position
- Fixed Animation tool forced jpg image output
- Fixed camera roll angle was wrong when entering negative values
- Fixed RealFlow bin meshes loader was failing in some cases
PyMaxwell
- Fixed crash after running getObjectNames() causing scene corruption
- Useless parameter for getNumCustomAlphaChannels() has been removed
- Fixed crash on getPath() when the path is empty
...