NEW IN MAXWELL 5.2
Best lighting engine for designers, architects, and artists from any industry. We constantly strive to improve the realism quality of the render and make the engine faster and easier to use. Maxwell remains unbiased with an easy transition from GPU to CPU, as well as the best cloud rendering service.
NEW DENOISER IMPLEMENTATION
In Maxwell 5.2 we have remade the way the Denoiser works inside Maxwell. Now Maxwell does not need to run two passes, the Denoiser information is kept in the mxi file, the memory requirements are reduced to the minimum and new fine-tunning options are exposed. This is a more solid, comfortable and easy Denoiser.
MAXWELL ESSENTIALS
UNSURPASSED REALISM
Unbiased spectral ray-tracing designed to simulate light and materials exactly as they behave in the real world. No tricks. Just accurate real-world physics.
INTERACTIVE FIRE
Maxwell’s interactive engine gives you immediate feedback for adjustments to lighting, materials and camera settings.
THOUSANDS OF MATERIALS
Thousands of online materials in our community based library. Materials are based on real optical properties, creating unrivalled realism. A Material assistant will help you create perfectly optimised materials in just seconds!
COATINGS IN GPU
A coating is a very thin layer placed on top of a BSDF. It can be used to have a special brightness or to make bubbles. Now supported in GPU as well.
RANDOM COLORS
The Random Color procedural creates a variation of color ranges specified by the user in the hue, saturation and value parameters.
DENOISER
The Denoiser feature provides faster results (2x to 6x), obtaining higher quality at lower sampling level.
MULTILIGHT
Light intensities can be changed during and after rendering, saving out as many images as needed – all from just a single render.
MULTILIGHT -LIGHTS GROUPS-
Lights can now be grouped and controlled like single emitters in the Multilight ’emixer’. Useful to keep MXI files more compact, reduce memory footprint and decrease complexity in scenes with lots of emitters.
RANDOM UVs
The Random UVs procedural texture lets you have random rotation or translation of the textures on each object.
REALISTIC CAMERA MODEL
Set optical properties such as f-stop, focal length, shutter speed, ISO, film size, etc. Get DOF, bokeh, scattering and exposure effects to boost realism.
ADDITIVE MATERIALS IN GPU
Materials with additive layers are now GPU-ready, increasing compatibility with the majority of Maxwell materials.
ACCURATE 3D MOTION BLUR
Accurate 3D motion blur can handle unlimited sub-steps, and can be set for both a still camera to mimic long exposure effects such as trails of light, or a film camera to show the motion blur effect of fast moving objects.
PHYSICAL SKY
Wide range of real-life, physically-correct variables to control the look of the sky and lighting, including Earth location, time, sun’s aspect, and atmosphere.
VOLUMETRICS
Create large atmospheric haze effects or thick fog, compatible with particles files in several formats including RealFlow .bin, OpenVDB and density fields/voxels directly from Maya and Houdini.
MAXWELL SEA
Create realistic ocean surfaces and waves controlling water depth and surface dimensions. From swimming pools to open ocean.
HAIR
Photoreal hair rendering, compatible with Maya Shave and a Haircut, Maya hair, 3ds Max hair, Cinema 4D hair, and Ornatrix. Any Maxwell material can be applied.
GRASS AND FUR
Create photoreal grass or fur on a selected piece of geometry. Designed to offer maximum control and impeccable detail.
V-RAY SCENE IMPORT
Import native V-Ray scenes and convert them to Maxwell automatically. Only supported in Maxwell Studio. Plugin integrations coming soon.
ADVANCED FEATURES
REALFLOW IMPORT
Render your RealFlow™ particles directly with Maxwell Render, meshing the point cloud at render time.
PIXAR OPEN SUBDIV
The Pixar Open Subdiv feature subdivides object surfaces only at render time – saving space and data transfer.
NETWORKING RENDERING
Render one image using all of your computers, or set each computer to render one animation frame. Complete control and flexibility.
SUPPORT FOR HIGH RESOLUTION (4K)
Now Studio and Maxwell Render interface are able to accommodate to high resolution displays like 4K or higher.
IMPROVED WORKFLOW
Nested references allow for better management of large scenes with deep hierarchies, optimizing file sizes. Dependencies are now searched in several subfolder levels, streamlining assets management.
MEMORY SAVING INSTANCES
Instances are a great way to save memory when rendering. They are great for creating vegetation, bricks, furniture or any other extensively repeated geometry in your scene.
CHANNELS
Alpha, Z-buffer, Shadow, Material-Id, Object-Id, Motion Vector, Roughness, Fresnel, Normals, etc. Create unlimited ‘layers’ of custom alphas and add any object(s) to those layers to isolate them.
EXTRA SAMPLING
Define a specific area of your image to be rendered to a higher sampling level than the rest – dedicating all render power to the areas where it is most needed.
DEEP COMPOSITING
Deep image format stores color as well as depth information per pixel, making it much easier to composite rendered objects together as well as eliminating troublesome edge artefacts. Export to EXR or DTEX formats, in rgba or alpha.
PYTHON SCRIPTING
The Python SDK allows you to write custom tools such as extracting certain channels from an MXI sequence, creating materials on the fly, network render management and much more.
ALEMBIC
The Alembic file format allows for very efficient storage of geometry and other scene data, which can now be referenced directly in Maxwell. Support for Alembic includes static and animated geometry as well as particles. It also works with the Exocortex CRATE suite of Alembic plugins.
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