
I've been using Maxwell Render on and off for several years now but have only just moved on to 1.7.1 recently. Here are a few tips and workflow methods I've picked up on my travels:
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sky preview in design 2010:
The sky preview can be enabled in any 3D Max Design version by doing the following:
1. Close any instance of the 3D Max Design.
2. Open DXManager.ini from C:\Users\
\AppData\Local\Autodesk\3dsMaxDesign\2010 - 32bit (or 64)\enu\plugcfg\ and set ManagerEnabled=1.
3. Start 3D Max Design.
4. In the MaxwellRenderer settings, click on the Sky Preview checkbox.
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general tips:
- keep scene near origin. further away from origin = less accurate lighting
- keep emitter polycount low
- disable motion blur on all objects (set to "none"), use "per object basis" on all objects for displacement to work
- always use custom glass material, wizard mat or AD mat don't work
- no crop, use region instead
- don't mirror emitters
- don't mirror instances
- generally don't use instancing (renderer general settings)
- 242!!!! (value 0.95), set exposure JUST below bloom point, so brightest 242 = 242 in render.
- ND 99 (or less than 100!) for walls and pretty much everything
- turn off caustics
- stick with 2.2, 0.8 toning
- use 100% lambertian walls (roughness 100 does this)
- hide what is not visible
- ref 90 is a brighter derivative of ref 0 - ALWAYS brighter, but must be different, never use white unless you want dusty effect
- for ALL texture maps, use a brigher derivative version of same map for ref 90
- base ND = 8, not 3
- base roughness = 80-85
- in "normal" layer mode, must not exceed layer weight 100. in "additive", combination can go to 200, but no higher.
- ND 5-40 for most reflective surfaces, shiny
- ND 20-200 for most rough metals
- cloth, wood etc - use 80-95
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clip maps:
- disable image filtering for transmittance image
- avoid screen mapping
- use nd = 1, roughness = 100
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emitters:
- side of emitter makes difference to attenuation/reach but not brightness/luminance
- hide invisible emitters!