What’s New in V3.1?
This emitter type projects a conical light beam, mimicking the spotlights used by photographers and cinematographers. You can control the shape of the beam by adjusting the cone angle and the falloff of its borders. They can also work as image projectors, projecting the map you input just like a slide projector.
Often when you render an image, residual noise is concentrated in certain areas of the scene due their particular lighting and material characteristics. With the new Extra Sampling feature, you can now define a specific area of your image to be rendered to a higher sampling level than the rest – putting all the render power to the areas where it is most needed, rendering smarter and saving a huge amount of time.
With the 3.1 update, Maxwell can now read and render OpenVDB files directly. This file format can efficiently store very detailed and large volumetrics based on a 3D grid of voxels instead of individual point particles, which makes it more efficient for storing and rendering detailed volumetrics where otherwise billions of individual particles would have been needed.
Animation tool in Studio
Maxwell Studio now includes an animation tool which makes it very easy to generate simple scene animations such as turntables or time-lapses, directly from Studio.
Improved performance in Windows
Maxwell’s performance on Windows architectures with over 64 cores has been optimised – taking advantage of even more machine power, and speeding up rendertimes.
Camera Response / White balance
The new white balance tool can come in handy when mixed temperature emitters are used, or for artistic purposes. White balancing directly in Maxwell means more accurate results because you are directly adjusting the spectral information contained in the render MXI files, giving you the widest possible color gamut to work with. Additionally, the new camera response curves give you a standard set of film and digital sensors to choose from, to quickly provide you with a certain look to your render.
Maxwell FIRE (preview engine) is now able to display Floating Shadows and Floating Reflections of your objects on the ground, even without a geometry ground plane in the scene. This feature is very helpful during the design stage or even for presentations of your products, as it quickly provides a decent preview of your models even at an early stage.
Maxwell 3.1 supports UDIM textures (developed by The Foundry’s Mari) which allow you to vary the mapping resolutions over different parts of a model, and apply high resolution only in the areas needed, helping to keep file sizes to a reasonable size.
Improved Shadow Channel
Prior to 3.1, the Shadow channel produced knocked out shadows, which caused unwanted white borders when composed (so an extra shadow pass was usually necessary). Now, the Shadow channel can produce a full shadow, that produces no white border when composed.
Custom Alpha per material
In addition to the Custom Alpha per object, you can now define Custom Alpha channels per material, producing accurate masks of the items you choose without any extra render cost, providing more flexibility and information for the composition stage.
The Maxwell Render V3.1 early build is now available now for testing!
Full release will be within the next few weeks and the update is free for all V3 users.
What’s new in V3.1?
- Spotlight emitters to mimic spotlights on your usual 3D platform (and translate them to Maxwell emitters)
- Extra sampling allows you to select masked areas and render them to a higher SL than the rest of the scene – a great time saver!
- OpenVDB support
- And more…
Don’t forget ALL Maxwell Render products are currently 25% off until 19th December. Buy Maxwell Render today!
Have a look at the amazing work created by some of Maxwell Renders top users.
Don’t miss out on this amazing bundle, available until the end of July!
All purchases will also receive a FREE upgrade to formZ 8 when it’s released!
The Maxwell plugins for Autodesk 2015 are now available FREE from the customer gateway. All the latest release notes for Maya, 3DS Max and Revit can be found below.
Also… keep an eye out for the SoftImage update coming soon.
Version 3.0.12 – April 29th 2014
- added support for Maya 2015
- creating a new custom alpha channel adds the currently selected objects to the channel
- added a shelf button which allows custom alpha channel mappings to be edited on several objects at once
- added missing Maxwell scatter parameters
- when a custom alpha channel is renamed, its name is updated in all the scene nodes which were using it
- pack’n’go now copies texture files used by referenced MXM materials, files used by RFRK nodes and file sequences used by animated textures and MXS references
- Maxwell scatter density, scale and rotation maps weren’t exported
- wrong defaults and ranges for scatter variation and rotation parameters
- correlated color emitters were exported as XYZ and vice-versa
- the time input of the sea node was replaced with the default value when loading a scene
- wrong unit for the time of the sea node (frames were passed as seconds)
- incorrect scale and density range exported for Maya fluids
- incorrect displacement presets for RealFlow and Modo
- the plug-in was incorrectly adding the frame number to ABC files used by the RFRK particle node
- realflow BIN meshes were displayed incorrectly in the viewport
- bogus values in the displacement-related dropdowns in the material attribute editor
- incorrect camera target (and therefore DOF) if the linear unit was set to something other than centimeters when the camera was created
- incorrect lighting and normal mapping for objects with Maxwell materials in Viewport 2.0
- MXM import ignored emitter projection textures
Version 3.0.30 – April 29th 2014
- added support for Max 2015
- re-added support for Max 2011
- Max double-sided materials are exported as front/back face materials
- added pre- and post-animation behaviors to referenced MXS nodes
- added controls for selecting the padding and format of MXS sequences
- added region rendering controls to cameras
- added support for hue adjustment to MxBitmap
- MultiScatter instances use the render flags from the original object
- added focus camera button to FIRE window and toolbar
- added the name of the material to the backface material button
- added rotation parameter in MxBitmap
- negative values can be used in the offset attribute of MXS reference nodes
- double clicking a material in the MXS material overrides window selects the material for that override
- added a way to set the MXS reference material overrides from MAXScript
- exposed gsChannelDeep and gsUseGlobalMaterial to the maxwell renderer MAXScript interface
- added global settings for textures
- added use global, mirror X and mirror Y flags to MxBitmap
- increased the limit for the depth channel max depth
- added back the MXS sequence rendering flag
- MAXScript error when loading some scenes with corrupted cameras
- incorrect export of particle flow motion data
- particle flow systems with a dynamic material node were exported with a default material
- crash in the MXS reference object when no material overrides are set
- MXS references didn’t display in the Nitrous viewport
- wrong bounding box for Almebic reference objects
- emitters beneath an IES emitter in the material tree got assigned the same IES file on export
- UV scale wasn’t exported when tiling was off
- material overrides weren’t saved with the proxy object
- crash when previewing some materials
- crash with vray cameras
- IES files were ignored when importing materials from MXM
- Alembic and MXS material overrides disappeared when the mesh was reloaded
- Alembic material overrides were exported improperly
- wrong normals for Alembic objects imported with CRATE
- objects with no name or that only contained numbers in their name were exported incorrectly
- the plugin reserved a license in node mode when the active renderer wasn’t Maxwell
- wrong camera position in FIRE in some cases
- Alembic crash when the abc file had material references
- the enable sequence checkbox in MxBitmap gets disabled when turning off viewport preview
- xref scenes that are hidden in the viewport were still exported
- MXS references updated their geometry even when show in viewport was off
- MxBitmap previews appeared darker when using show in viewport
- Maxwell material viewport preview ignored the hue shift parameter
- 3dsmax 2012 used a seat license even in node mode
- MAXScript error when loading scenes made with older versions of the plugin
- custom bokeh was not exported
- the offset parameter of the MXS reference object wasn’t working correctly
- wrong output paths in some cases
- render error when materials contain empty bitmaps
- the viewport preview of MXS references still showed the old object after trying to load a new file or sequence which contains errors
- crash when displaying Maxwell materials in the slate editor
- the textured material wizard created materials with empty bitmaps
- garbage text in the log window when material translation failed in FIRE
- IES file names weren’t saved
- crash when converting wizard materials to layered materials inside the slate editor
- crash when the wizard material was loaded as part of a multi-material
- memory leak in the material UI
- wrong size for the viewport preview of the volumetric object
- missing frame number in channel file names when rendering sequences
Version 3.0.13 – 29th April 2014
- added support for Revit 2015
- workaround for Revit bug which produced misplaced faces in family instances which contained imported symbols
- implemented Pack’n’Go
- Maxwell button became unusable after opening the family editor
- the family editor exporter wasn’t using the updated exporter code in Revit 2014
- the export button didn’t work if an image output path wasn’t set in Revit 2014
- the installer didn’t find the Revit install path if a localized or bundled version of Revit was used
- the addin didn’t load in some cases
- exported camera framing was different from the Revit viewport
- crash when setting the current month to January
- crash in scenes that contained stills
- railings and balusters didn’t get exported correctly
- the topology mesh material didn’t get exported in Revit 2014
- wrong baluster positioning in some cases