NEW IN MAXWELL 5.2
New denoiser implementation
Maxwell’s interactive engine gives you immediate feedback for adjustments to lighting, materials and camera settings.
THOUSANDS OF MATERIALS
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.
MULTILIGHT -LIGHTS GROUPS-
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
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.
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.
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.
Create realistic ocean surfaces and waves controlling water depth and surface dimensions. From swimming pools to open ocean.
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.
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.
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.
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.
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.
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 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.
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.
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.