Will the Force be with You – Maxwell Render RealFlow Sale

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Will the force be with you Maxwell Render RealFlow Sale

From this coming Black Friday November 24 till the end of Cyber Monday November 27th check out the links here for massive discounts on ALL NextLimit rendering packages;

Check the links for updated special pricing on these special dates for the reduced pricing

 

Digital Simulation with Maxwell Render

Maxwell Render
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Digital Simulation with Maxwell Render


Digital Simulation

The growing process of digitalisation with digital simulation with Maxwell Render, machine-to-machine communication and automation is paving the way for a new revolution: that of the so called 4.0 Industry. It is anticipated that the inclusion of simulation and machine learning technologies will have an even greater impact than that of any previous revolution, fostering a genuine transformation of the company and the manufacturing processes.

The factories of the future will not only be fully connected and motorized, but supervised by artificial intelligence units, which will look after the constant optimization of all the processes. The training and design of this intelligence, together with that of humans, will have a vital role for physics simulations.

The design of machines and robots will occur in virtual environments, where it will be possible to iterate without the need to produce a real prototype, since the virtual prototype will have an equally exact physical value. The same setting will subsequently serve to train the Artificial Intelligences units in the undertaking of optimal tasks (of maximum efficiency and security), thanks to the automatic reprogramming with the Deep Learning technique.

Also in the logistics of products, or the performance of robots in different environmental conditions, Next Limit has a great deal to offer. The simulation of fluids (traditionally associated with audiovisual production) can be applied to a new field, making it possible to simulate complex interactions between automated machinery and its settings, or between products and the chain of production, packaging and transportation.

The Maxwell Render 4.1 release is a big one

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from Ben / Pylon Technical

The Maxwell Render 4.1 release is a big one. If you haven’t updated to Maxwell 4 yet, now is the time.

If you are an existing customer, and want to upgrade your Maxwell Render 3.2.1.5 for any modeller at here. Just pick your 2 plugins ( Studio can be one choice )

If you’re new to Maxwell and want to kick the tyres first, download a trial copy. Please come back here and we can help with your new version.

Maxwell Render 4.1

 

 

 

Please note: The following is oriented to the formZ implementation.

denoise.png

DENOISER
There’s now an integrated denoiser. When enabled, there will be NO noise in your final rendering. This means Maxwell-quality renderings in a fraction of the time it took previously – in either CPU Production or GPU mode. Expect 2x – 8x faster architectural visualizations.

Denoiser Overview

Denoiser Video Tutorial in Studio (Click CC button for English subtitles)

Denoiser in Maxwell

Denoiser control in formZ

 

Light_Mixer2.jpg
LIGHT MIXER
Next up, we have a new Light Mixer. When used in conjunction with Fire, you can interactively fine-tune the contribution of all lights and emitter materials in your scene from one convenient panel. It’s a lot like Multilight, inside formZ.

Light Mixer in formZ

LIGHT GROUPS
Maxwell for formZ supports formZ Light groups both in the Light Mixer and in Multilight. Intensity-override groups are represented as a single slider in both environments.

 

ONLINE MATERIALS
Using materials from the online materials database in formZ is now just a click away.

Materials Browser

Referenced MXM controls in formZ

 

NEW MATERIAL TYPES
Xrite AxF and TableBRDF material types are now supported directly by the plugin.

RELEASE NOTES
Changes

• Integrated Denoiser support. (Maxwell Options > Engine tab)
• New Light Mixer for interactively balancing intensity of lights, light groups, onf material emitters. (Extensions > Maxwell Render > Light Mixer…)
• formZ Light Group support: All lights in a formZ light group with intensity override are now represented by a single Multilight slider. (Enable in Maxwell Options > Translate tab)
• Improved access to MXM file browser. (Material Parameters > Maxwell Representation > Referenced MXM option)
• Improved access to online MXM gallery browser. (Material Parameters > Maxwell Representation > Referenced MXM option)

• Direct support for X-Rite AxF Materials (Material Parameters > Maxwell representation).
• Direct support for TableBrdf Materials (Material Parameters > Maxwell representation).
• Support for rendering with the number of available logical processors, minus a specified number. (Set a negative number in Maxwell Options > Engine Tab > CPU Threads)
• Plugin now uses central Maxwell installation.
• Update to the Maxwell 4.1 engine.

Fixes
• Grass Modifiers using formZ material option now restored correctly on open.

• Denoiser At Each SL/At End parameter now correctly saved in project.

5 TIPS TO USE THE DENOISER IN MAXWELL 4

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5 TIPS TO USE THE DENOISER IN MAXWELL 4

August 4, 2017 Technology, Tips 0 Comments

Hello everyone,

We are back with some valuable tips by our very own Product Specialist, Fernando Tella. Fer is long-time Maxwell user, ever since the alpha version in 2005! Ten years later he joined the Maxwell team. Now he helps customers with technical issues, and also does product demos, tutorials, trainings and helps with product development. In this blogpost he will help you grasp Maxwell 4’s new top feature – the Denoiser, so you can take advantage of its full potential. Here we go 🙂

THE BASICS

As a start, it’s important to understand some basic concepts:

  • When using the Denoiser, Maxwell launches two renders.
  • It also automatically activates some extra channels that help preserve the details of the image, such as texture details, the shapes of the objects, materials, etc.
  • All this is done automatically when launching a render with the Denoiser

A DIFFERENT KIND OF NOISE (A CLEAN ONE)

The new Denoiser integration gives you usable denoised images as the render progresses. In a similar way as Maxwell progressively cleans the image, the denoised image evolves with the render. At the beginning, when the sampling level is very low, the render will look blurry, and as the render gets more defined you’ll start noticing it starts to “learn” where are the limits of the objects, materials, the features of the textures, etc. As the sampling level goes up, the denoised image and the original render will get closer and closer, so we can say the denoised image also converges to the natural solution with time, as well as the original render, but instead of noise, you get usable images (or even perfect ones) in the meantime.

The following video shows how the denoised and render image evolves as the render goes on, from sampling level 4 to 13 (Scene by Maxwell Xpert David de las Casas).

So, in the worse scenario, it will take the same time as the not-denoised image, and in the best, you will save a lot of time.

COMBINING TECHNIQUES

TIP 2: Use the Denoiser and Extra Sampling combo

If you find that some particular materials get too blurred when using the Denoiser (for example, in the case of grainy textures), but most of the image looks good at some particular SL, you can combine two different techniques: Denoiser and Extra Sampling.

The idea you have to keep in mind is that the longer the render goes on, the less information the Denoiser will have to guess and the more it will be based on the true render, so if one particular texture is problematic, usually you only have to render it longer.

Based on this, if you have a particularly problematic material were the texture itself is grainy, like sand, sugar or the towel in this case, you only have to render the whole image until the needed SL and then use Extra Sampling for that material or object to render to a higher SL only in that part.

Please note that, for the moment, when using Extra Sampling, the Denoiser will only be calculated at the end of the render, not at each SL, so you’ll have to wait until the end to see the denoised result.

OBJECTS BEHIND TRANSPARENT GEOMETRIES

TIP 3: For objetcs behind transparent geometries use the Shadow Channel

When an important part of your scene contains objects behind transparent ones, you’ll notice the extra channels used in Fast mode (Normals, Position and Reflectance) won’t give information about what’s behind the glass.

In these cases, you could consider using Accurate mode, which adds Shadow channel, as it will give information about what’s behind the glass and this will improve the Denoiser result.

In this case the render will take more time (around 1.5 the time without shadow channel), so it will be wise to test which will be better: render with the Shadow channel or let the render reach a higher SL without the Shadow channel. The result in terms of time can be very similar.

RE-DENOISE AFTER CLOSING MAXWELL

TIP 4: Use saved MXI files to denoise after closing Maxwell

For the moment, once Maxwell is closed after rendering an image with the Denoiser, the two passes cannot be loaded again into the interface to resume them or make changes and Re-Denoise. Nevertheless, if you have at least a couple of mxi files of the same frame (and with the required channels), you can make Maxwell denoise them by running the following commands through command line:

mximerge -folder:“folder containing the mxi files of the same frame” -coopdenoiser:“output path and name of the denoised image” -target:“path of the merged mxi files”

Then you ask – “But where can I find the two mxi files saved while rendering with Denoiser?”

See below the paths where they are stored depending on the OS. You will find two files named as your current scene and ending with _render1.mxi and _render2.mxi:

In Windows they are stored under: C:\Users\<username>\AppData\Local\Temp\maxwellrendertmp

In MacOS they are stored in a random folder under: private/var/folders/…../T/maxwellrendertmp/

MACRO IN DENOISED IMAGE NAME

TIP 5: Use a macro for the denoised image name

When setting the denoised image name, instead of setting a specific name, it might be better to use a macro like %scenename% (including the %)

It creates the perfect name, as the macro is replaced by the scene name when saving the file and avoids having to rename the denoised image file when you want to make different versions of your rendered files.

For example, if you are rendering a scene named cool_render.mxs, you can set the Denoiser output path as Denoised_%scenename%.png 

Once the render is finished, you will get a file called Denoised_cool_render.png.

Another useful macro could be %camera%, which is replaced by the name of the active camera.

Here is the list of all the supported macros, in case you find this convenient.

I hope you’ll find these tips useful and help you master the use of the Denoiser! 🙂

Cheers!

Fernando

Maxwell Render 4.1 Denoiser Usage

Maxwell Render 4.1
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Maxwell Render 4.1 Denoiser Usage

Post on Maxwell Forum June 19 2017

 

This is an interesting post on the usage and effects of using the DeNoiser functionality inside Maxwell Render 4.1 and based on a render made at

SL : 12
Image
Image

 

Re: Maxwell Render 4.1

Unread post by Mihai » Fri Jun 09, 2017 7:10 am

If you turn denoise on, what happens is Maxwell actually renders two renders at the SL you specified in render options. Besides these two renders it also renders reflectance, normals and position channels which it will use to decide what is detail in textures/materials that should be kept and what is noise. It also compares the noise in those two renders to further help with the accurate noise reduction, without removing details like normal noise reduction can do.

The difference between the “fast” and “accurate” presets is that the accurate one also renders a shadow channel (in addition to all the others) and this might be of help to determine where to apply NR. But so far I haven’t found much difference and the thing is the shadow channel takes a long time to render. So far I’m using the fast preset so it skips the shadow channel.

I also set the scenes SL to about SL11, because remember you get two renders with NR, so the two merged ones is more like SL12. It depends on the scene how high your initial SL should be, but I think it will be pretty rare to go above SL 12. Maybe only in very difficult scenes where the noise is still very course also at SL 13 or so.

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Maxwell Render 4 to offer GPU rendering

 igor-severic_01

Next Limit has announced the upcoming release of v4 of its renderer. New features include: 

  • GPU rendering – the new engine runs on NVidia graphic cards. All the technology under the hood is identical to the classic CPU engine – which means your images are exactly the same.
  • Maxwell Multilight Standalone – save infinite lighting variations from one single render
    • Lighting setups in real time
    • Work faster by editing lights before and after the render finishes
    • Create a lighting catalog for your client
    • Automatically update your catalog with different lighting positions or geometry
  • New materials gallery – the renovated gallery features a hand-picked selection of high-quality, optimized Maxwell materials ready to use in your scenes. You can search using the usual tags, such as wood, plastic or metal, but also by performance level – so that you can filter materials depending on your exact needs.
  • Rhino for Mac support – new Rhino for Mac plugin workflow, providing a live-link between Rhino and Maxwell Studio
  • Significantly improved Revit integration

Maxwell Render v4 is scheduled to be released in September. A pre-release promotion is available with a 30% discount. More here for Australia & NZ on Maxwell Render Special Offer

HOW TO IMPROVE THE WORKFLOW IN MAXWELL STUDIO

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HOW TO IMPROVE THE WORKFLOW IN MAXWELL STUDIO

April 28, 2016 TechnologyTips 0 Comments 

Hello everyone,

FernandoTellaWe are back with an insider tip from our very own Product Specialist, Fernando Tella. Fer is long-time user of Maxwell Render, ever since the alpha version in 2005! Ten years later he joined the Maxwell team. Now he is the one helping customers with technical issues on how to improve the workflow in Maxwell Render, and he is also doing product demos, trainings and helps with product development. In this week’s blog post he will bring the Asset Reference workflow to your attention. Enjoy and ask any questions you might have in the comments below! Thanks, Fer!

WHAT IS AN ASSET REFERENCE EXTENSION OBJECT?

The Asset Reference Extension Object is a very useful tool available in Maxwell Studio. It provides a different workflow using Maxwell, especially if there is no plug-in available for your platform (for example, Rhinoceros for Mac). You can find it by right clicking in the object list and going to Create Extension Object > Asset Reference.

It gives you an interesting alternative to importing files. With this method, you will be syncing a geometry file like .objor .dae into Studio. Every time you update the file, it will be updated in Studio, but all the work you do with materials will be kept.

Basically, it allows you to do your modeling and texturing work in your platform while, at the same time, finishing the scene in Studio using Maxwell materials, lights and cameras.

The synchronization between both applications is done by the asset reference extension object, and it gets especially interesting if the file loaded has material information (like .obj, .dae, .fbx…), because Studio will create a simple version of each material that is included in the file, preserving all textures in use.

Every time you overwrite the linked file, it updates in Studio automatically. If the file includes new materials, new Maxwell materials are created in Studio including any texture you have used, so you only have to drag and drop textures and tune it up a bit to make it look the way you want.

Capture

WORKFLOW

A possible workflow would go like this:

  1. Let’s say you start modeling in Rhino
  2. After your first sketches you add a couple of Rhino materials, set the UV mapping of the textures and export to .obj
  3. Your colleague, who is in charge of finishing the image, adds an Asset Reference Extension Object and loads that file into it. He can now start tuning the materials, setting up the lights and cameras, etc.
  4. At the same time you can keep working on the model in your 3D app and add more materials to it. You can move parts, relocate the geometry, change the mapping,… 
  5. At some point you just re-export everything to the same file, overwriting it. Your colleague will see the changes updated immediately in Studio and will have more materials in the list; existing materials won’t be altered and your colleague’s work won’t be lost.

This way you can work in parallel inside your 3D application and Studio while keeping the .mxs file size small.

The link between materials in the modeling platform and Studio is based on the name. The material names in Studio are made up like this file_name.material_name, so you can change the material assignments just by changing the name of the materials.

LIMITATIONS

  • Each asset reference is one object, so you cannot move its parts separately. You will have to make all this in your modeling application or include more than one asset reference object in the scene.
  • You cannot assign emitter materials to the asset reference object, as Maxwell doesn’t allow emitter materials at sub-object level. Therefore the lighting job normally has to be handled inside Studio. There’s one exception for this rule: the asset reference object can emit light if it has only one material (an emitter material) and the same material is applied to the asset reference object itself. So you could have one asset reference per light type and this way you would be able to control the lights separately in Multilight. The drawback is having to handle more exports.

I hope you find this tool useful! :)

Fer

Troy Design Media

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Troy Design MediaScreenshot 2016-05-25 16.07.49

 

Troy Design Media is an experienced 3D Visualisation company using formZ 3D modeller as well as Maxwell Render to produce the following great images. Troy has 15 + years of experience in architectural 3D visualisation with companies as large as Meriton Properties in Sydney, Brisbane and the Gold Coast to smaller bespoke design/visualisation projects.

After spending 4 years at the University of Canberra studying Industrial Design full-time, Troy Bray his began working career as a technical illustrator with the NSW Fire Brigades for the Training Manual Project Team. Drawing became his unique passion and then his aspirations evolved which secured him a role with Meriton Apartments as a Graphic Designer. His duties included designing marketing collateral, in-house presentations and DA submission boards for all of their building projects.

After 2 years with Meriton he then travelled abroad and supervised a team of ten architectural illustrators in China. As a team they secured international work supplied by developers for Commercial and Residential Building Developments. As Creative Director he instructed the team to produce world class illustration and marketing collateral for their clients across the globe. His time in China was productive and cemented his position in the architectural industry.

After returning to Australia, Troy grew a Freelance business over the next ten years securing work all over Sydney. As a part – time endeavour Troy taught his design expertise at Enmore Design College to the Design and Entertainment students using packages in Adobe Creative Suite and Form Z – 3D. During his time as a freelancer he has designed a number of retail outlets including a Dessert Shop, Beauty Salons and a number of office fit outs.

His latest interest which spans outside of the architectural industry includes Game Design for mobile and tablet devices. He continues his pursuit in the architectural design industry offering first class solutions to complex problems and is always available for suitable positions that are of significant interest.

 

Troy Bray

t: 0411 377 048

e: troybray@bigpond.com

 

Here are just a couple of examples using formZ 8.5 and Maxwell Render 3.2.

Troy Bray Design 2 office