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.

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.