Happy easter everyone
Back from holiday and time to get the feet's back in to maxwell.
Bin working with the example Jason was so kind to share.
and here is what we got after some tweaks and talking with the concept guy.

The image is rendered aprox 1h and a quick comp in nuke.
the grain doesn't bother us that much in this still image, we are more concerned about how that will turn out in an animation.
so we did a short animation render to get a better idea.
http://dl.dropbox.com/u/57681365/AnimTe ... 1_0340.mp4As you probably can see. 1h ain't sufficient enough to get a clean result.
So my question now, is it a bit to ambitious to think, that we can optimize this enough, so we can get a crisp result at 1h rendering each frame?
Scene changes:
The boxes is now a box primitive with chamfered edges and a shell modifier. Seems like the sphere with the emitter inside the box went crazy if we dint make a shell on the box.
We also did some changes on the material. We sorta fell in love with the sss, because of the bleeding effect it gave us from the light inn side the box. But from experience with other sss shaders and render engines. Sss tends to increase render time. I assume maxwell is no exception?

We also made the decision to added a coat again, because of the nice highlights it gives.
The environment hdri is also changed. Since the scene is setup with studio planes around the room we needed to get the most interesting parts of the hdri image to emit from the top down inn to the scene. So we created a sphere around the whole thing and applied a maxwell shader with emitter controlled by the HDRI. Is it a big no no to do it that way? Because on the sphere we could get a visual appearance of the hdri, so it was easy to get the part of the hdri we wanted looking the way we wanted. Something we dint get from the maxwell render-setup.

So theres is the update on how its going with us and maxwell
Cheers
- Mats