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What is Maxwell Render™?
Maxwell Render™ is a new render engine based on the physics of real light. Its algorithms and equations reproduce the behaviour of light in a completely accurate way.
All of the elements in Maxwell, such as light sets, physical materials and cameras, are entirely based on physically accurate models.
Maxwell Render™ can fully capture all light interactions between all elements in a scene no matter how complex they are.
Maxwell Render™ has been acclaimed as a landmark in the next-gen rendering technology, having produced the best photorealistic images to date.

Maxwell Render™ is the perfect solution for high-end rendering, especially in areas like architecture, industrial design, prototyping and 3D production.
Features
| > Components |
Maxwell Render contains three main executable files:
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MXST: Maxwell Studio
A full 3D editor to compose scenes |
MXED: Maxwell Material Editor
A versatile physical material editor |
MXCL: Maxwell Engine (MAXWELL RENDER)
The command line controllable render engine |
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| > SHADER FEATURES |
> Single-Shader Material System
>
Layer Blending
- Basic Layer Blending (Normal, Additive)
- Weight Mapping
> Fresnel Reflections
> Advanced Absorption

> Spectral Dispersion
> Advanced Transmittance- Mapped (Smooth-Color)
> Advanced Anisotropy

> Bump Mapping
> Normal Mapping
- Flip X,Y and Wide Range Z support
> Sub-Surface Scattering

> Coating Layers
- Thin Film Interference / Iridescence
- Thickness Mapping
> Complex IOR Materials
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| > NETWORKING FEATURES |
> Autodetect Render-Nodes
> Normal/Cooperative Modes
> Batch Rendering/Render Queue
> Priority Control
> Full Monitoring
- State, Frames, SL, Target SL, Time, Resolution
> Hybrid Network Support
> Available Plataforms
> Plugins
- 3ds Max
- Maya
- CINEMA 4D
- LightWave
- SolidWorks
- Rhinoceros
- form·Z
- SketchUp
- Houdini
- Allplan 2006
- Archicad
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| > RENDERING FEATURES |
>
Hidden Objects
- Objects Hidden to Camera (incl. hidden emitters)
> Merge Multiple MXI
> Harddisk Rendering
> Resume MXI*
> Selective Engines
- RS0 (Preview)
- RS1 (Production)
> Simple/Advanced Tonemapping
- ISO, Burn, Gamma
- Auto Range
• Render Channels
- -Alpha, Object ID, Material ID, Coverage, Velocity, zBuffer
• Render Layers
- Direct, Indirect, Reflection/Refraction Caustics
• HDR32 Render Output*
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| > FROM MAXWELL STUDIO |
MXST is an independent application which allows you to import objects in different formats, apply materials, lights and textures, and render the scene.
This workflow is mostly recommended for people working with 3D applications that do not have an available plugin to directly connect their scenes to MXCL but even if there is a plugin available for your application, MXST can still be used by importing your .mxs scene and make further adjustments using the various tools available only in MXST such as the interactive sky preview.
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| > FROM THE 3D APPLICATION |
By using the available Maxwell plugins for each 3D application you can assign Maxwell materials from the advanced material editor (MXED) and export the scene to MXCL for rendering. The plugins create a Maxwell scene file (.mxs) which can either be rendered direcly or imported into MXST for further advanced editing. It is recommended to check the documentation of the plugins for specific usage. Documentation for each of the plugins can be found with the installation package of each plugin.
The supported platforms for Maxwell are:
Maxwell Render™ provides plugins for the major 3D applications like 3ds Max™, Viz™, Maya™, LightWave™, Rhinoceros™, SolidWorks™, Allplan 2006 ™, Archicad™, CINEMA 4D™, form·Z™, Houdini™ and SketchUp™.
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| > ILLUMINATION FEATURES |
> Advanced Illumination System
- Color+Luminance Emitters
- Temperature Emitters (Kelvin)
- MXI/HDR Emitters
- Luminaries Presets
- Watts/Efficacy Control
- Lumens/Candela Control
> Composite Emiters
- Emitter over materials (Emitters + Basic Layers)
- Emixer: Emitter Mixer Panel (multilights)
> Realtime interactive emitters with keyframe animated intensities

> Physical Sky+Sunlight
> Skydome
> MXI/HDR Environment System
- Multi-channel control (Background, Reflection, Refraction, Illumination)
- Screen-mapping for background
- Activating channels for skydome/physical sky
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| > > CAMERA OPTICS FEATURES |
> Polygonal/Circular Diaphragma
> Shutter Speed

> Focal Length
> F-Stop
> Dof: Depth of Field
> 3D Motion Blur
> Glare System / Aperture Diffraction
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| > STUDIO FEATURES |
> Flexible Drag'n'Shape GUI
> Customize and Save Layouts
- Switching between different layouts
> Realtime OpenGL Sky/Skydome Preview
> Realtime OpenGL Environment Preview
> Realtime OpenGL Dof Indicator
> Realtime Compass/Sun Position
> Material Browser
> Flexible Drag'n'Shape GUI
> Customize and Save Layouts
- Switching between different layouts
> Realtime OpenGL Sky/Skydome Preview
> Realtime OpenGL Environment Preview
> Realtime OpenGL Dof Indicator
> Realtime Compass/Sun Position
> Material Browser

Material Library
> Material Editor

Material Wizard
> Camera Autofocus
> Orthographic Rendering
> Filmback for Camera
> UVW Projectors
> Multilevel Editing
- - Group, Object.Polygon selection
- - Select objects by name
- - Select objects by material
- - Remove unused materials
> Undo
> Selective Render Engines (RS0,RS1)
> Bounce Control for Preview Engine
> Google™Earth KML Markup Support
> Command-Line Parameters Support
> Supported 3D File Formats
- - mxs, obj, stl, lwo, nff, xc2, dxf, 3ds, xml, fb
> Camera Autofocus
> Orthographic Rendering
> Filmback for Camera
> UVW Projectors
> Multilevel Editing
- Group, Object.Polygon selection
- Select objects by name
- Select objects by material
- Remove unused materials
> Undo
> Selective Render Engines (RS0,RS1)
> Bounce Control for Preview Engine
> Google™Earth KML Markup Support
> Command-Line Parameters Support
> Supported 3D File Formats
- mxs, obj, stl, lwo, nff, xc2, dxf, 3ds, xml, fb
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Note: For all other applications (Autocad, Microstation, Blender, Carrara etc.)
it's possible to bring geometry into Studio with the supported file formats.
(obj, stl, lwo, nff, xc2, dxf, 3ds, xml, fbx)
(*) comes with 1.x Add-Ons for free
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