Devin Johnston Posted September 7, 2006 Share Posted September 7, 2006 I wanted to find out from you guy's what features you think Maxwell needs to implement in order for it to be considered a fully featured render engine. You can include those features that were originally supposed to be in Maxwell, but what about those that weren’t mentioned. Link to comment Share on other sites More sharing options...
renato Posted September 7, 2006 Share Posted September 7, 2006 In order of priority: 1.- 10x speed increase 2.- Displacement 3.- Texture Baking 3.- Useful SSS 4.- Volumetrics 5.- Better exposure control 6.- Bounce control 7.- Color bleeding control 8.- Support for IES 9.- 3dsmax material converter to mxm 10.-maybe an alternative "biased" (spectral based) RS 11.-Animated sky although with the first one, I would be very happy. my2c Link to comment Share on other sites More sharing options...
AJLynn Posted September 7, 2006 Share Posted September 7, 2006 -More speed -Procedural materials support -Baking (if Fry Render can do it...) -A way of making light fixtures with reflective parts work correctly (For that last one, we'd need IES and/or a fix of the caustics problem.) Link to comment Share on other sites More sharing options...
jackb602 Posted September 7, 2006 Share Posted September 7, 2006 A robust Cinema plugin. That's what I paid for almost two years ago after all. Link to comment Share on other sites More sharing options...
Adehus Posted September 8, 2006 Share Posted September 8, 2006 Three simple things- -*Much* more speed... every other request is minor by comparison. -Make it so that every function that Studio does (poorly) can be done properly through the plugins. Studio is of no value to me whatsoever. -Make material creation make sense. And if they're feeling really ambitious... -Hire someone with the english skills necessary to create a decent instruction manual. Link to comment Share on other sites More sharing options...
glenoe12 Posted September 8, 2006 Share Posted September 8, 2006 - render to 'blowup' mode Link to comment Share on other sites More sharing options...
Adehus Posted September 8, 2006 Share Posted September 8, 2006 Honestly Maxer, we all know what the problems are with the software and the company- they know it too. It's the same old laundry list everyone has had here and on the MWR forum since 1.0 was released. So, the problems are clear- isn't it about time that NL told us what they can do to fix them??? Their silence is deafening, and speaks volumes. Link to comment Share on other sites More sharing options...
Devin Johnston Posted September 8, 2006 Author Share Posted September 8, 2006 Don't tell me I know that all to well, I guess they think that there is no point in adding new features until the ones we already have work correctly. I think part of the problem is probably some of the features listed just won't work with RS1, and we all know that speed is probably never going to be up to where we would like it. Link to comment Share on other sites More sharing options...
mrcharles Posted September 28, 2006 Share Posted September 28, 2006 I would like to render organic shapes with bump mapped textures when using sun+physical sky. Current s/w renders a very jagged shadow terminus... shading across polygon normals fails. Link to comment Share on other sites More sharing options...
David Knourek Posted September 28, 2006 Share Posted September 28, 2006 Don't tell me I know that all to well, I guess they think that there is no point in adding new features until the ones we already have work correctly. I think part of the problem is probably some of the features listed just won't work with RS1, and we all know that speed is probably never going to be up to where we would like it. wow, I did have a couple paragraphs in response to this but decided to keep it short and simple. I hope no potential newcomers to MW see this as it could turn them rite away from even considering the engine, not unlike myself. Is it me or does this post seem a bit on the negative side? -dave Link to comment Share on other sites More sharing options...
Devin Johnston Posted September 28, 2006 Author Share Posted September 28, 2006 It may be negative but it's the truth. Link to comment Share on other sites More sharing options...
David Knourek Posted September 28, 2006 Share Posted September 28, 2006 hey Maxer: Ive only just started reading the maxwell threads in here as Im bored this morning and they looked interesting to read, and this was the first thread I read this morning and it appeared to me initially that you were a part of NL, thus my comment. Reading other threads I know now that your not but still cant help but notice that 90% of the threads I read about MW or NL are quite negative... -dave Link to comment Share on other sites More sharing options...
Adehus Posted September 28, 2006 Share Posted September 28, 2006 ...still cant help but notice that 90% of the threads I read about MW or NL are quite negative... This is not without good reason. Link to comment Share on other sites More sharing options...
AJLynn Posted September 28, 2006 Share Posted September 28, 2006 Devin's not part of NL, but he's been able to test things that very few people can (like "What would be the impact of adding another 40 render nodes to this?"). And he's right: there are some limitations of the technology that become apparent after using it for a while The exact workings of the thing are a bit mysterious - they haven't published the kind of detailed description of exactly what the thing's doing that a few companies, like Chaos and Mental Images have - but you can make pretty good educated guesses about what's going to work and what isn't. Link to comment Share on other sites More sharing options...
stuart mayes Posted September 28, 2006 Share Posted September 28, 2006 What I really want from MWR is a native 64-bit version [which is coming soon] plus a way of keyframing a camera within MWR Studio. With those two things I'd be pretty happy. Link to comment Share on other sites More sharing options...
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