Jump to content

RC5 Released


andre krige
 Share

Recommended Posts

  • Replies 114
  • Created
  • Last Reply

Top Posters In This Topic

Didn't find any new plugins, but the import function works (use OBJ with triangulated faces) and the 3DSMax plugin that was released on Dec 5 for RC2 works. I'm using that plugin to create MXS files to load into MXST and liking it so far. BTW, a default light bulb emitter is now 6500W.

Link to comment
Share on other sites

The plug-ins are included in the download. When you install, it puts the zip files for the available plug-ins in your Maxwell install folder.

 

It looks very promising. I noticed that trying to render from Max is a waste of time because lights don't work properly. I exported the mxs file and opened it in the studio to get it to render.

Link to comment
Share on other sites

I noticed that trying to render from Max is a waste of time because lights don't work properly.

 

they seem to work here if you set emitters type to custom. from a couple of images i rendered, i couldn't tell any difference between the ones rendered from studio and the ones rendered from max via plugin.

Link to comment
Share on other sites

I set up a scene with glass and sunlight, no good. The glass was made from a box though. No direct light made it through the glass.

 

Anyone else having problems with bumpmaps? Mine will not work in Max.

 

Are you guys seeing a speed increase? I really can't say I've noticed much of anything...

Link to comment
Share on other sites

mverta said:

A 6500 Kelvin light can't just have its intensity increased

 

how come?

in real world i can have a 6500 kelvin arri-spot at 500 watt, 1000 watt or 10'000 watt..it stays at 6500 kelvin

 

i don't get it

 

absolute temperature of the black body radiator is expressed in degrees kelvin and is not related to its intensity..no?

Link to comment
Share on other sites

mikes answer to my pm

 

It's a terminology problem. In the real world, our Arri lights referred to by their Kelvin temperature are referring to the color index. It's like your computer monitor's white point being set at 6500 K.. it's not actually emitting 6500 K of energy, it's referring to the color index.

 

It's very confusing as it is right now, so it's being refined, but the current way you can think of Maxwell's Kelvin lights is surface TEMPERATURE. You and I are interested in the COLOR being represented by the K scale, with variant intensity.

 

Why you'd want a pure Kelvin temperature in Maxwell is a mystery to me. I want a 6500 K light at 500 Watts. SO they're putting that in.

 

_Mike

Link to comment
Share on other sites

mike:I want a 6500 K light at 500 Watts. SO they're putting that in.

 

This has just occurred to the 'physically-obsessed' at NL?

 

Also, someone has posted a proof render at MWRforum showing light not visible from outside of a glass wall lit by sun.

 

Oh, well. Not like it mattered.

 

Its just more speculation, but doesn't it seem like they would have been showing us how they've solved their little problem if they had solved it? It then follows that with all this effort they haven't solved it. More effort, more time is going to make it work?

 

I haven't had time to DL this release yet, what have you guys come up with?

Link to comment
Share on other sites

This has just occurred to the 'physically-obsessed' at NL?I haven't had time to DL this release yet, what have you guys come up with?

 

In fact, the idea of true "temperature" lights appeals to NL specifically because they're physically obsessed. This literal temperature thing has some seriously wild and useful applications for the future in ways you can probably think of and I can't discuss. What's silly is that it showed up first and the more common, practical usage version didn't. But then again, the team really thinks 1.0, not RC 5.

 

Go download RC 5, your criticisms will be way more biting when you've actually taken it for a test drive. Plus it's pretty cool.

 

_Mike

 

P.S. Sunlight+Glass works in Rs2. Caustics in mirrors/through windows/looking at caustics through windows in mirrors/looking at sunlight caustics through a window reflected in a mirror through a window reflected in a mirror works in Rs2. Since Rs2 is probably post-1.0, they ain't showing shit.

Link to comment
Share on other sites

mike:I want a 6500 K light at 500 Watts. SO they're putting that in.

In fact, the idea of true "temperature" lights appeals to NL specifically because they're physically obsessed.

 

It appeals to me for the same reason--it makes sense without puzzling through intensity levels on a 0 - 100 scale (and in C4D you start there, then set them to 250%--its meaningless). So you would START with Ktemp@power/intensity

 

Go download RC 5, your criticisms will be way more biting when you've actually taken it for a test drive. Plus it's pretty cool.

P.S. Sunlight+Glass works in Rs2. Since Rs2 is probably post-1.0, they ain't showing shit.

 

Mike--the language....

 

I've got to wrap up some illustrations in the next 24 hours so I can write an invoice, so RC5 will have to wait. And I wasn't being critical, just pointing out the irony of a lack of real-world light function, as reported above.

 

But there is no post 1.0 if the sun+glass issues aren't resolved. Maxwell will still be quite good in a number of markets, but for arch-vis it will be fatally flawed. The no-compromise, physically correct Maxwell will ship compromised and unable to reproduce a significant physical phenomenon central to my industry?

 

But then again, the team really thinks 1.0, not RC5.

 

So its harder to get worked up one way or the other about RC5. My confidence in the final has been shaken. RC5 will be interesting to work with, but its still not clear how, or when for that matter, this all gets resolved.

Link to comment
Share on other sites

Okay, here are my impressions after spending some time with RC5 today. Is anyone else who has test-driven it a little...um...underwhelmed? I know that my main problem is that I don't like the material editor. Also, I think the studio needs a lot of polish to be a comfortable environment.

 

The new material model is my worst nightmare. I feel like something I loved has been improved beyond my ability to use it. The time I saved on GI tweaks is more than doubled trying to figure out the material settings. Or trying to get MW to render the camera I want. Or looking for Exit on the File menu.

 

I guess this was an alpha render:

tulips_sm.jpg

 

Here is rc5 (scene exported from Max):

tulips_rc5.jpg

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share


×
×
  • Create New...