User Guide

MAXWELL RENDERER: Render Control
Maxwell Camera Parameters
Maximum render time
Since, M~R is an unbiased renderer, time makes no difference to
the result and the calculation is infinite. The time tells
the computer how many minutes to keep rendering before
terminating. If the time is reached before desired sampling
level, it will also terminate.
Sampling level
Sampling is a process for tracing light energy. For each level, the
rendering becomes more visible. This value is useful
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Stops rendering
after the given time
Quality = mins x CPU Hz
Does not affect speed
The best unbiased
r/s ever invented
up to date :)
Aimed energy level
to be rendered.
Targets quality
Needs time
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when rendering frames in different hardware configurations.
Because different configurations reach different sampling
level at the same rendering time. If the sampling level reached
before given time it also terminates.
Render System
Reserved for future implementations.
MAXWELL RENDERER: Environment
Activates a sky sphere
with given color
Simulates a real world sky
for given time and location
Emission intensity
of sky dome.
Physical location of
the scene origin
for the earth
Simulates the sun
light for given time
and location
Water density
Ozone density
Dust density
Day, Month, Year
Hours between
Local Time and
Greenwich Mean Time
Range [-12 to 13]
Presets for
well-known
locations
Hour and minute
Amount of light to be captured
while travelling in the atmosphere
Amount of light to be scattered back
which is absorbed by the fog
Sky Dome
Enable
Activates a sky hemisphere with given color and intensity.
Color
Color of the sky dome.
Intensity
Illumination intensity of the sky dome in percent.
Enable
Activates real world sky simulation for given time and location.
Use Sun Light
Activates sun light simulation for given time and location.
Turbidity, Ozone and Water
For changing color of the atmosphere while simulating physical
reality.
Coordinates
Geographic location of the scene origin you are rendering.
Date and Time
Actual date and time of the physical sky to be simulated.
Physical Sky
Fog Options
Fog is the effect when vapour density is high the atmosphere.
Since the atmosphere is not alike vacuum space, it contains
substances which absorb and scatter some amount of light
energy. These two parameters gives a uniform fog. It is not
available with sunlight yet.
Absorbtion
Defines the amount of light energy to be captured by the fog
while travelling in the atmosphere.
Scattering
Defines the amount of light energy to be scattered back which is
absorbed by the fog.
IMPORTANT THINGS TO KNOW
BEFORE YOU START RENDERING
* Always use Maxwell Shaders for materializing your objects.
Any other shader won't be accepted by the shader.
* Always use a Maxwell Camera, do not use the camera
which comes with your 3D application.
* Keep the geomerty of emitter objects as simple as
possible. Most of the time, simple planes would be enough
to setup a scene.
* Make sure the sum of diffuse and specular reflectances of
your plastic materials DO NOT exceed 1.0 to prevent
unwanted noise and to achieve real life materials.
* Make sure your scene scale is correct. By default maxwell
unit conversion coefficient is 0.01 which accepts lengths as
centimeters from your 3D application. If your scene scale
and units are not correct, your rendering will not be as
expected and you may have unwanted results.
* DO NOT use greyscale bitmaps as textures. Only RGB
bitmaps in BMP, JPG and PNG formats will be accepted.