Maxwell Render 4.2.02 released

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Maxwell Render 4.2.02 released and we have just uploaded a new version in the Portal.

 

We updated Maxwell Render, Maxwell Studio, all 3D integration plugins, postproduction plugins and Multilight app.

We hope you enjoy it.

You can get it from the Customer Portal in “My Downloads” area: https://portal.nextlimit.com

It is mainly a bug fix release. You’ll find both Maxwell and Studio much more stable.

These are the releases notes:

4.2.0.2
Publish date: Fri, 09 Feb 2018

MAXWELL RENDER
-Feature: New triangle ID channel.
-Feature: UV render channel is now multiple, with a maximum of 16 UV channels.
-Feature: You can cycle the images on channels that are multiple (custom alpha and UV) with arrows at the sides of its selector.
-Feature: Display channel name below channel selector.
-Feature: New override flag on references to select Object ID behaviour from 3 modes.
-Change: Instances of hidden objects / references are shown now.
-Change: Type, units and default values for some Stereo and Fish lenses parameters.
-Fixed: Paths or dependencies with special characters cause Maxwell to fail the render.
-Fixed: Lens extension: Stereo and fish rendered always as center.
-Fixed: Reflectance channel may be wrong on textured instances.
-Fixed: Flip x and Flip y projection is not correct on Lat-Long and fish lenses.
-Fixed: Neck on Lat-Long lenses.
-Fixed: Fast multilight with simulens crashes on any change.
-Fixed: An instance pointing to a hidden object crashes on production.
-Fixed: Hiding all instances, makes the original object to hide too.
-Fixed: Custom alpha channel ignores instances of mxs references.
-Fixed: Resuming deep alpha channel crashes on some scenes.
-Fixed: Grass extension: Instances of objects with grass inside a group have wrong grass transform.
-Fixed: Grass extension: Instances of references of objects with grass have no grass.
-Fixed: Render via Network button in OSX
-Fixed: Referenced emitter materials crash Maxwell.

MAXWELL GPU
-Feature: New triangle ID channel.
-Feature: UV channel is now multiple, with a maximum of 4 UV channels.
-Fixed: If you have non-continuous UVs channels on an object (i.e. 0, 2, 5), crashed at render.
-Fixed: Emitter map was sampled always on channel 0.
-Fixed: Alpha channel was a few pixels wider than it should.
-Fixed: Texture properties (brightness, contrast, saturation) are not applied correctly.
-Fixed: wrong UV’s index assignment to instances.

MAXWELL STUDIO
-Fixed: If you had non-continuous UVs channels on an object (i.e. 0, 2, 5), index was changed at saving (0, 1, 2) and it crashed at render.
-Fixed: Quick double-click on fire button could make studio crash.
-Fixed: Key shortcuts shouldn’t work on blocked cameras.
-Fixed: Issues on hide / unhide multiple selected objects with groups.
-Fixed: Xref objects didn’t hide using isolate selected option on fire.
-Fixed: Deleting an emitter component on material with Fire running crashed Studio.
-Fixed: Newly created instances could disappear on the viewport.
-Fixed: Material Id was randomized on a material clone.
-Fixed: If a reference visibility override flag is marked on a scene, when loading all flags are marked on UI.
-Improvement: Int and double fields don’t accept letters and “Esc” key cancels edition.
-Improvement: Randomize Id option on materials and objects.
-Fixed: Render via Network button in OSX
-Fixed: Faculty licenses showed as unregistered when using render in viewport.
-Improvement: Return error when the user tries to save a scene with an object with two or more UV channels with the same ID.
-Fixed: pesky bug related to wrong dealing with UV projectors’ ChannelID’s.

MATERIAL EDITOR
-Fixed: If gallery path didn’t end with a slash, it created a folder for each material.
-Fixed: Texture picker with floating preview had no size after app restart.
-Fixed: Unload texture didn’t clean procedural textures.
-Fixed: It asked for missing textures twice.

MAXWELL NETWORK
-Fixed: Connection failed if Monitor was launched before Manager on a IPv6 network.
-Fixed: Batch renders were sent with Denoiser always activated.
-Fixed: Error shown if the node-locked license was not named “maxwell_license.lic”

PYMAXWELL EDITOR
-Fixed: PyMaxwell module renamed from “pymaxwell” to “pymaxwell4”.

MAXWELL SDK
-Removed exclusive functions to access custom alpha channels: getAlphaCustomBuffers, getAlphaCustomBuffer, getNumberOfAlphaCustomBuffers.
-Removed exclusive functions to access shadow channels: getShadowBuffers, getShadowBuffer, getShadowBuffer, getNumberOfShadowBuffers
-New methods to access all channels like they are multiple: getNumSubChannels, getExtraBuffer (with subChannel index) and getExtraBuffers.
-New methods to Know UV array idx from Id and viceversa: getUVIdxFromId, getUVIdFromIdx.

TIPS FOR MAXWELL RENDER

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Recent Maxwell Forum Post; ( Good idea to join )

 

Hello everyone,

 

 

 

 

 

 

 

I need some advice on how to improve this work.
These images you see is only part of the work.
The client tells me that the images are “flat”.
Can I use some color-contrast lights (warm / cold tones)?
I await your instructions. Thank you

Re: tips for improving images

Hello Andrea,

i would suggest this:
1. Use less uniform lighting. Try to make basic contrast with shadow/illuminated areas.
2. Use little more complex materials (different roughness/mapped roughness). Most of Your materials look as a uniform textures. Use shaders more “material” oriented than texture oriented. Use textures to map more material chanels (especially roughness). Use more reflections.
3. Be sure not exceed 225 value for any of RGB chanel of the material colour (golden rule). Using 255,255,255 for white colour will lower contrast of the image dramaticaly.

And You always can play with gama, burn, “S”-curve … in postproduction.

Probably You already know all of this. Maybe Mihai will send You some more advanced tips :) .

Pa3k

Pomrose

Find a new client , these images look good enough to me ! :)

good luck

Max

Which 3D software do you use with Maxwell?:XSI
Contact:

only thing i could see in these images as was suggested before already, is that the light sources eat each other, producing a very even illuminated image, there is very few contrast areas, where the surfaces might look more interesting.

I’d tone down some lights, especially neon ones, or just lower them to 0 and start rising them one by one to look for more interesting lighting.

some materials could use a bit more interesting shading, most of them are quite lambertian (so to speak).

User avatar

Mihai

Which 3D software do you use with Maxwell?:Cinema4D

Post by Mihai » Wed Feb 14, 2018 6:43 am

What has been said about the lighting – I’d add to try and have a bit more influence from the outside lighting, with a dusk/dawn HDR.
Maxwellzone.com – tutorials, training and other goodies related to Maxwell Render

Sub-surface division tutorial chair

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Sub-surface division tutorial chair –

We have many resources for leaning how to better use the 3D modular – formZ, one of which is the tutorial loaded here:

Creating a Padded Chair in formZ

 

CREATING A PADDED CHAIR IN FORMZ

 

 

CREATING A PADDED CHAIR IN FORMZ

Well, you set me quite a task as I had never used most of the tools required for that exercise – never even looked at some of those pallets in fact.

But, I was determined as I could see value in the shapes being created so I pushed on and produced a reasonable facsimile of the blue chair.

Mine is in tan leather but the details are quite similar.

My beading on the two front panels needs a little more work to be perfect but I think I’ll leave it as it is.

What do you think?

I certainly learned a lot and will put these new (new to me that is) tools to good use in the future.

Thank you for giving me a push in the right direction.

You got me out of my comfort zone and I learned something new and useful. Very much appreciated.

Regards,

RICHARD JOHNSWOOD
Director

JOHNSWOOD CONTRACT FURNITURE PTY LTD 12 HURMAN STREET ADELAIDE SA 5000
web: http://www.johnswood.com.au/ email: richard@johnswood.com.au
Tel 0410 482 672 Builders Lic. BLD178184 ABN 33 008 077 601

V-Ray for formZ

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V-Ray for formZ released

V-Ray for formZ is now available for all new old users of formZ by calling us direct or ‘online’ with one of the best implementations yet of V-Ray v3.6 . It will run on all of the latest versions of :

formZ PRO v8.6 ( free download for all current v8.5.7 users available ) upgrades from all previous versions are available here ONLINE UPGRADES. or formZ Jr ( latest version ) The formZ  integrated interface allows the easiest set up for high quality rendering ever, with a guide for a great initial result set up automatically.

V-Ray v3.6 implementation Yet below the ‘hood’ is a great range of new options that are part of the new V-Ray v3.6 capability available on other major 3D modellers. You can even open their V-Ray scenes (vrscene files ) or export your scene to be opened in their V-Ray. Ray for formZ Harbin Opera House – MAD architects modelled and rendered in formZ Some of best 3D modellers use V-Ray for its quality of rendering and rendering speed. V-Ray for formZ now supports all modern CPU, GPU* or Hybrid ( both CPU& GPU ) on either MacOSX ( 10.9.5 and above ) or Windows 7, 8.0/1 and Windows 10       Use it for Architecture rendering, Interiors, Point of Sale mock ups, Trade show stands or Product design. It now renders carpets, fabrics, fur and grass. Straight away the rendering is much faster than with RenderZone but it can be accelerated now with the option of using GPU – nVidia CUDA based technology – huge improvements are possible!

Powerful hybrid rendering – You can render on nVidia CUD GPUs – or a combination of both.

Material Library – over 550 realistic physical based materials, such as glass, coated plastics or metals,wood, stone etc.

V-Ray Gras & Fur Realistic Grass, fabrics and carpet are now possible with V-Ray Fur

Denoiser – with V-Ray’s new denoising technology you can automatically eliminate noise and cut render times by up to 50%

Virtual Reality – Verify designs at 1:1 scale in popular VR headsets

Cutaways and Clipper – Render sections and cutaways with ease using the V-Ray Clipper.

Powerful light calculations – V-Ray Adaptive Lights algorithm will speed renders up to 7 times faster on some scenes.

V-Ray Frame Buffer – Fine tune your render colour, exposure

The power of Academy Award winning V-Ray rendering is now available for formZ. We have integrated V-Ray seamlessly into formZ so that you will find your way around very quickly and get instant high quality renderings “out of the box”.

“V-Ray for formZ brings 3D models to life with ease and agility. The unprecedented integration with V-Ray allows for rendering and lighting to be an integral part of the formZ design process, not just a final step. We are so excited to add this powerful tool to the form•Z product lineup and we cannot wait to see the wonderful creations it fosters!”

  • GPU rendering requires nVidia – CUDA based video cards with over 2GB RAM, but it is recommended at least 8GB RAM.

TRIAL V-Ray | formZ – Request an Evaluation here

NEW Webinar on Adobe Illustrator plugin with Cinema4D

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NEW Webinar on Adobe Illustrator plugin with Cinema4D

In this Webinar, Dimitris Katsafouros will offer art directors and designers an easy to understand and comprehensive overview of the all new Cineware for Illustrator.

 

Get Adobe Cineware plugin for Cinema 4D here

Those new to 3D will also learn how Cineware for Illustrator can enrich your 2D workflow for packaging design or when creating custom illustrations.
Dimitris demonstrates a complete workflow in Adobe Illustrator from importing a 3D object to adjusting camera angles and easily placing labels through to the final rendering.

RealFlow for Cinema 4D – Physics simulation in a Nutshell

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RealFlow for Cinema 4D – Physics simulation and awesome motion fluid effects

A few years ago we started a partnership with MAXON, the creators of Cinema 4D, and in the meantime this connection became a real friendship. You will find a MAXON booth on almost every important event, road show, or convention. And there is always a top-class lineup of international Cinema 4D artists giving workshops, showcasing their actual work, and sharing incredibly useful tips.

For direct links to product details and local pricing in AUD$ go to our estore or call 02 99394000

 

RealFlow

The MAXON stage at IBC (courtesy of MAXON).

But it’s not just the artists, it’s also the friendly and highly-professional attitude of the entire MAXON team: they really care and they always have the best get-togethers and parties. This year, Peggy Beck and her team organized a 3-hour boat trip through the canals of Amsterdam. It must have been great, but of course I’ve missed it, because I had a rather late flight and arrived in Amsterdam when the party was almost over. I guess that’s life… 🙂

My own presentation was the last one on Sunday from 5-6 pm. Despite this late time slot I was positively surprised how many visitors dropped in to watch the workshop. Another big plus is that the live feed brings the show to everyone who’s interested, but not able to be present. Finally, the MAXON team provides an edited recording and shares all videos on their YouTube channel.

The workshop’s topic was

RealFlow | Cinema 4D 2.0 – Multi-Physics in a Nutshell

Here I’m going to show you how to create and control complex interactions between RealFlow’s different solvers and material types. Furthermore you will learn fundamental things about “Collider” and “Volume” tags, simulation settings, and the workflow for → rigid/elastic deformer.

If you’re interested in watching the recording just do it here or directly on YouTube where you will find the presentations of my fellow artists:

Having a good time together is important, but that’s just one aspect. All these shows mean that you’re present, help users with their doubts and questions, and gather feedback. It’s about connecting with real people. And it’s also about learning and sharing methods and knowledge. The feedback I get during these events is of particular importance for us and – at least I do think so – for the customer. It definitely makes a difference whether you have the opportunity to talk with someone face to face or via a communication channel. Sure, in most cases there’s no other way than using forums for social media, but the personal talk helps both sides to understand each other much better.

Announcing V-Ray for form•Z beta release

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Announcing V-Ray for form•Z beta release. Brand new fully integrated CPU and GPU rendering for the form•Z community.
The power of Academy Award winning V-Ray rendering is now available for form•Z. We have integrated V-Ray seamlessly into form•Z so that you will find your way around very quickly and get instant high quality renderings “out of the box”. Come and try rendering with this exciting new product.
Here’s a glimpse of just some of the features in V-Ray 3.6 for form•Z:
  • Powerful hybrid rendering – You can render on NVIDIA CUDA GPUs, CPUs — or a combination of both.
  • Material library – over 550 realistic physical based materials, such as glass, coated plastics or metals, wood,stone and etc.
  • V-Ray Grass and fur – Realistic grass, fabrics and carpet now possible with V-Ray Fur.
  • Denoiser – With V-Ray’s new denoising technology, you can automatically eliminate noise and cut render times by up to 50%!
  • Aerial perspective – Add realistic atmosphere and depth to your renders with V-Ray’s new Aerial perspective controls.
  • Virtual Reality – Verify designs at 1:1 scale in popular VR headsets like Google Cardboard and Samsung Gear VR.
  • Cutaways with Clipper – Render sections and cutaways with ease using the V-Ray Clipper.
  • Powerful light calculations – the V-Ray Adaptive Lights algorithm will speed renders up to seven times faster on some scenes.
  • V-Ray Frame Buffer – Fine-tune your render’s color, exposure, and more directly in V-Ray’s frame buffer.
Click here for an overview video of the V-Ray for form•Z interface.
V-Ray for form•Z Beta is open to all form•Z 8.5 pro users. Don’t wait, Click here to register for the beta.
Not using form•Z 8.5 pro yet? upgrade now!
Want to see V-Ray 3.6 for form•Z in action? Join us on November 14, 2017 at 12:00 EST (4am – Sydney/Melb/Canberra ESST) for a special webinar to learn about what V-Ray for form•Z is all about. Click here to register.
We welcome any and all feedback. Come join the conversation and share your though on our forums.
For any questions you may have, please contact us via email at sales@smarttec.com.au or call us at 02 99394000.
Best regards,
Your form•Z team

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.