Tuesday, 11 August 2009

Maxwell Tips









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!

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