|
axwell's true-to-life approach requires a certain level of knowledge
about real-life photography, lighting and material properties.
This article is an initiative to clarify as much as possible
about the world of Maxwell, ranging from basic information about
photography and light types to tips and tricks for increasing rendering speed.
The knowledge I share in this article is based upon the 3ds Max plug-in implementation of Maxwell, as well as general Maxwell functionality.
If you are a Maxwell user, please share your
knowledge with the Maxwell community by sending your additions as well as corrections to
metin@sevensheaven.nl.
Thank you in advance.
Please do not use the above e-mail address
as a helpdesk, thank you. If you are interested in professional
Maxwell support I can provide that at a very reasonable charge.
If you happen to live in the Netherlands or its neighbourhood
then I suggest that you pay me a visit and get an informative personal
Maxwell training for an equally reasonable charge.
Please note that unauthorized publication of
this text is not permitted. If you would like to publish this
text, a part of it and/or a translation of it elsewhere, then
you can use the above e-mail address to ask for permission,
thank you.
Now fasten your seatbelts, here we go ...
CAMERA
Theory
• The Maxwell camera simulates the most
important properties of a real-life physical camera.
Practice
• Always use a Maxwell
camera for your Maxwell scenes. You can choose between a target-oriented
camera or a free camera.
• 1: fStops •
Theory
• An fStop (often notated as "f/stop")
is the focal length of a camera lens (F) divided by the diameter
of the lens opening (D). The lens opening is also referred to
as "aperture" and the focal length is the distance
between the camera lens and the camera sensor (you can find
both of these elements in Illustration 1).

Illustration 1 - At the left is scenery, in the middle
you see the camera lens and the camera sensor with the inversely
captured scenery is at the right. The focal distance (or focal
length) is the space between the lens and the sensor.
• The lens opening diameter is determined
by a blades-based mechanism called the diaphragm (discussed
later on in this article).
• The fStop system was conceived to
establish a consistent exposure to light, regardless of the
focal length of the lens being used. With this system an fStop
of 16 on a 1000 mm lens lens will expose the same amount of
light as an fStop of 16 on a 28 mm lens.
• Example: if you've got a lens with
a Focal length of 30 and a lens Diameter of 60, then F/D = 30/60
= an fStop of 0.5.
Practice
• Higher fStop values allow
less light to enter through the lens. Lower
values allow more light to pass through
the lens. An fStop that is too low will cause the resulting
image to be over-exposed to light, resulting in areas becoming
flattened because of too much brightness (see Illustration 2).
An fStop that is too high will cause the opposite effect.

Illustration 2 - two quick ‘n’
dirty test renders - the pot on the right has an fStop value
that is too low, washing out subtle details due to a light surplus.
• 2: Shutterspeed •
Theory
• The shutterspeed determines how long
the camera sensor is exposed to light. In real-life cameras
this is achieved by a mechanical shutter between the lens and
the sensor which opens and closes for the amount of time indicated
by the shutterspeed. The shutter should not be confused with
the diaphragm (see below), as these are separate mechanisms,
each with their own function.
• A shutter's speed usually indicates a fraction of a
second. Example: a shutterspeed value of 1/100 will expose light to the camera sensor for 1/100th of a second.
Practice
• Longer shutterspeeds will expose a scene to
the camera sensor for a longer time. This results in blurriness
of moving objects and/or blurriness of the whole scene caused
by movement of the camera itself. But longer shutterspeeds also
make the camera sensor detect more light from a scene and thus
you will get better images of dimly lit scenes.
• For sharper imagery increase the shutterspeed. A picture
taken at a shutterspeed of 1/1000th of a second will enable
you to freeze relatively fast motion, while the same motion
shot at 1/10th of a second will probably cause a blurry result.
You will need more light in a scene that's shot at a higher
shutter speed though, with daylight on a bright sunny day being
ideal.
• If you follow a moving object with your camera and
keep the shutterspeed relatively low, the object you're following
will remain sharp and the background will show motion blur.
• 3: Diaphragm •
Theory
• A diaphragm is a dilating mechanism in a camera that
exists of a number of blades arranged in a circular fashion.
By shifting the blades a diaphragm can widen or narrow a circular
opening (aperture) between the camera lens and the camera sensor,
resulting in more or less light to reach the sensor. The diaphragm
should not be confused with the shutter (see above), as these
are separate mechanisms, each with their own function.
• A camera's focal length divided by the diaphragm's
aperture results in an fStop value (see above).
Practice
• The blades of a diaphragm can be of a polygonal
or circular structure. The difference becomes apparent when
there is Depth Of Field (DOF, see further on) in your imagery.
When you focus on a centric element in your image, areas that
are closer and further away from the focus area get a characteristic
out of focus blur. The best-known characteristic of these out-of-focus
areas is the shape of the blurred light, also known as bokeh.
The bokeh effect is particularly visible in highlight areas.
• A diaphragm with six blades results in typical hexagonally
shaped bokeh light aberrations. A higher number of blades and
a circular diaphragm type will result in a more circular bokeh
effect, but will require more rendertime in Maxwell.
• Rotating the angle of the blades will result in the
polygonal bokeh shapes changing their general orientation. Adjust
it as desired in the Maxwell camera.
• 4: Depth Of Field (DOF) •
Theory
• When you focus on a centric element in your image, areas
that are out of focus typically become unsharp. This phenomenon
is called Depth Of Field (DOF).
Practice
• The DOF amount depends on the fStop value and the lens diameter, so the focal length dictates the amount of DOF. Decrease the fStop value and/or the lens diameter for a more exaggerated contrast between areas that are in focus (sharp) and areas that are out of focus (blurred).
• Use the Maxwell camera target or target distance value to enshrine the DOF's focal point. As you work in real life dimensions when using Maxwell you can easily determine by the target's distance from the camera whether you're photographing at a macro level and adjust the fStop value and/or lens diameter accordingly, in order to control the amount of DOF.
• To avoid unwanted DOF effects make sure your scene's
dimensions are accurate by adjusting the Scene Scale value in
the Maxwell renderer dialog or by scaling the scene to correct
dimensions.
• If DOF-affected objects are positioned in front of a bright light source, the DOF blur surrounding those objects is likely to become absorbed by the bright light source, resulting in edge sharpness in that area. Avoid this by lowering the light's strength and compensating for the light loss by lowering the fStop value or the shutterspeed.
• Check out this site for help while determining the amount of DOF in your scene: www.dofmaster.com.
• 5: Table - fStop versus shutterspeed •
Theory
• In order to provide some generalized support what fStop
usually corresponds to what shutterspeed under common lighting
conditions you can find a table below. Please keep in mind that
this is only a guideline. Each individual lighting and motion
condition requires customized settings.
Practice
OUTDOOR LIGHT |
INDOOR LIGHT |
| FSTOP |
SHUTTERSPEED |
FSTOP |
SHUTTERSPEED |
| 1.0 |
1/8000 |
1.0 |
1/1000 |
| 1.4 |
1/4000 |
1.4 |
1/500 |
| 2.0 |
1/2000 |
2.0 |
1/250 |
| 2.8 |
1/1000 |
2.8 |
1/125 |
| 4.0 |
1/500 |
4.0 |
1/60 |
| 5.6 |
1/250 |
5.6 |
1/30 |
| 8.0 |
1/125 |
8.0 |
1/15 |
| 11.0 |
1/60 |
11.0 |
1/8 |
| 16.0 |
1/30 |
16.0 |
1/4 |
| 22.0 |
1/15 |
22.0 |
1/2 |
| 32.0 |
1/8 |
32.0 |
1 |
Each incremental fStop value in the fStop-shutterspeed table allows half
as much light to enter the camera and each lower shutterspeed
value allows double as much light to enter the camera, in order
to more or less compensate each other and achieve a relatively
stable light brightness.
LIGHT
Theory
• Light as we perceive it is part of
a broad electromagnetic energy spectrum, expressed in wavelengths.
For example blue colors have relatively shorter wavelengths
than red colors. That's why we can distinguish more values of the red color than values of the blue color.
• When we perceive a color, we're under the impression
that the surface we're looking at has that color. In fact, the
opposite is true: the surface absorbs all color components of
the light spectrum except the color we perceive, which bounces
from the surface into our eyes.
• Maxwell's render calculations are performed in spectral
color space and subsequently converted to RGB values, for ultimate
realism.
• The spectral data representing light
source properties is referred to as an illuminant, determined by the
internationally accepted CIE standard. The Maxwell emitter material
allows the user to turn any object into a light source and choose
the type of illuminant in the emitter material.
• Illuminants should not be confused
with the strength of a light source. An illuminant is better described
as the indication of a light's color temperature
being emitted from a physical light source.
Practice
• Light intensity is expressed
in Watt (W). The amount of light energy from a light emitter
depends on both the Watt value and the volume of the light source.
Studio lighting equipment usually ranges from 1000 Watt to 2000
Watt. With indoor photography you will have to use a lower fStop
value and/or lower shutterspeed than with outdoor photography
to get the right amount of light into the camera.
• The color temperature determines the
spectral properties of an illuminant, expressed in degrees Kelvin.
The higher the temperature, the more a light tint shifts along
the color spectrum, starting with reddish tints at low Kelvin
values and gradually moving towards bluish tints as the color
temperature increases. See Illustration 3 for a visual survey
of Kelvin color temperatures.
• As a general rule of thumb you can
keep in mind that the numerical value next to an illuminant's
letter often indicates the color temperature of the illuminant
in an abbreviated fashion. For example: D50 equals illuminant
type D at a color temperature of 5000 degrees Kelvin.
• A Maxwell emitter material can turn
any scene object into a light source (see the paragraph about
the Maxwell Emitter material). When applying a Maxwell light
emitter material to a scene object, bear in mind that more polygons
in a light emitting object cause the render time to increase.
In other words: using a simple box as a light emitter is more
advantageous than a sphere with many faces.

Illustration 3 - A table of color temperatures
expressed in degrees Kelvin.
Below you can find a brief elucidation of a selection from
the available illuminant standards.
• 0: Custom light type •
Theory
• Next to the illuminant types that will be discussed, the "Custom" type from the illuminants rollout acts as a neutral light type next to the predetermined color temperatures of the available illuminant types.
Practice
• The Custom light category is the type to choose if you want to see the effect of the adjustable custom color. In other words you can only customize the color (temperature) of your light emitter using the Custom type from the Illuminants rollout. Selecting a preset such as Cool White will always result in the emission of a yellowish / brownish color tint (despite the confusing name "Cool White"), regardless of what color you determine for the color swatch.
• 1: Illuminant category A •
Theory
• A-type illuminants indicate so-called
incandescent light at a relatively low (reddish) temperature
range: about 2856 degrees Kelvin.
• Incandescent light arises from heated
atoms that release some of their thermal vibration as electromagnetic
radiation. Incandescent light sources may range from a light
bulb to the sun.
Practice
• Use the A-type of illuminants
for simulating artificial light, like emitted from a light bulb
or a candlelight.
• 2: Illuminant category B •
Theory
• Illuminant B equals direct sunlight
at about 4874 degrees Kelvin.
Practice
• Use the B-type of illuminant
for simulating a bright direct sunlight tint without much interference
of atmospheric skylight.
• 3: Illuminant category C •
Theory
• CIE standard illuminant C was introduced
to represent average daylight with a color temperature of 6774
degrees Kelvin.
Practice
• Use the C-type of illuminant
for simulating very bright light, such as direct sunlight together
with a slightly overcast daylight sky.
• 4: Illuminant category D •
Theory
• The "D" in D-type illuminants
can be memorized as Daylight. The value behind the D indicates
an abbreviation of its color temperature.
Practice
• Use the D-type of illuminant
for simulating very bright light, such as direct sunlight along
with atmospheric skylight. The influence of the skylight depends
on the color temperature of the D variant (see Illustration
3 for color temperature reference).
• D50 is the equivalent of reddish tinted
sunlight at sunrise or sunset at a color temperature of 5000
degrees Kelvin.
• D65 is equal to average noon daylight
at a color temperature of 6500 degrees Kelvin. So this light
has a slightly warmer tint than the C illuminant.
• D75 equals an overcast sky at 7500
degrees Kelvin.
• 5: Illuminant category F •
Theory
• F-type illuminants indicate
Fluorescent light. Fluorescence is conceived by gas and phosphors
and has a soft, glowing quality.
Practice
• Illuminant F2 equals
Maxwell's "Cool White" preset, at about 4200 degrees
Kelvin. In contrast with what "Cool White" suggests
it is applicable for a soft, warmly tinted indoor lighting setup.
For a more neutral lighting tint choose illuminant type C, D65
or D75.
MATERIALS (3DS MAX PLUG-IN IMPLEMENTATION)
Theory
• Maxwell materials accurately simulate
the most important real-life surface properties.
Practice
• Use the U Roughness and
V Roughness values that are present in several Maxwell material
types to simulate a glossy reflection / refraction appearance
(blurry reflections / refractions, see Illustration 4).

Illustration 4 - Establish glossy reflections
and refractions by adjusting the U and V roughness values.
• Use differing U Roughness and V Roughness
values to achieve an anisotropic effect (unequal reflection
/ refraction blurring along different axes). Useful for simulating
surfaces with miniscule directional grooves, such as brushed
metal.
• If present in a Maxwell material,
the Scattering section properties determine the way light is
absorbed by a surface and reflected from a surface, using the
so-called Bi-directional Scattering Distribution Function (BSDF)
approach. In practice this is usually referred to as surface
shaders, such as Phong, Blinn and Ward.
• 1: Dielectric material •
Theory
• A dielectric material is essentially
a substance that is a poor conductor of electricity, but an
efficient supporter of electrostatic fields.
Practice
• Most dielectric materials
are solid and a second common characteristic is transparency.
Examples include glass and plastics. Some liquids and gases
can be good dielectric materials. Dry air is an excellent dielectric,
distilled water is a fair dielectric and a vacuum is an exceptionally
efficient dielectric.
• A higher Absorbance value causes more
light to be absorbed by the dielectric volume, resulting in
the material becoming darker. Please note that the Absorbance
parameter depends on the scale of the scene. For example: if
you have an absorbance value of 0.1 for a window that's 0.01
meters thick, and use the same absorbance value for a window
with a thickness of 10 meters (something unrealistic because
of a wrong scene scale) then in the last example you will get
a very dark window.
• A dielectric material's "Abbe"
value indicates its amount of dispersion (also known as diffraction:
the prismatic separation of a light's spectral color components).
A material with a high Abbe number means that the different
light wavelengths will have nearly the same index of refraction,
resulting in less separation between the light's spectral colors.
• The dielectric material's Nd number
indicates the index of refraction (IOR).
• Set the Abbe value in a Maxwell dielectric
material to a value higher than 150 to decrease dispersion,
but also to decrease noise and increase render speed.
• For plastic dielectric types a general
rule of thumb is that polyurethane is mostly used for more solid,
durable plastic applications and polycarbonate is generally
used for common household plastic applications such as plastic
milk bottles.
• 2: Diffuse material •
Theory
• Maxwell's diffuse material is a general
purpose material simulating non-shiny surfaces that catch light
in a diffuse manner and optionally absorb a given amount of
light. In Maxwell Studio's material editor this is indicated as Lambertian shading.
Practice
• The higher a diffuse
color value and saturation, the more light will reflect from
the surface, resulting in more color bleeding, but it will also
require more render time. In general, try to avoid very high
surface color values and saturation. Another advantage of this
advice is that less saturated colors increase realism.
• 3: Emitter material •
Theory
• A Maxwell emitter material can turn
any scene object into a light source.
• There are different types of indicating
light energy distribution. W equals power indicated in Watts,
W/m^2 indicates watts of power per square meter, intensity is expressed in W/sr,
and and W/(m^2*sr) stands for radiance.
• See the "Light" section
in this article for more theoretical light knowledge.
Practice
• When applying a Maxwell light emitter
material to a scene object, bear in mind that more polygons
in a light emitting object cause the render time to increase.
In other words: using a simple box as a light emitter is more
advantageous than a sphere with many faces.
• Light intensity is usually expressed
in Watt (W). When using W the size of your light emitting object
does not influence the amount of emitted light energy.
• if you work with W/m^2, then the emitter object emits
one unit of Watt power per square meter, so if you resize your
emitting object, the amount of light it emits into the scene
will change.
• The W/m^2sr units variation is very
suitable for simulating a large distant light emitter, such as the sun.
• Studio lighting equipment usually ranges from 1000
Watt to 2000 Watt.
• With indoor photography you will have to use a lower
fStop value and/or lower shutterspeed than with outdoor photography
to get the right amount of light into the camera.
• See the "Light" section
in this article for more practical light knowledge.
• 4: Plastic material •
Theory
• A Maxwell Plastic material accurately
simulates a shiny plastic surface.
Practice
• The Plastic material is a general purpose
material for creating shiny surfaces. Next to plastic you can
also use it to give a varnished look to a wooden floor and many
other shiny applications.
• Use the Specular color to control
the intensity of reflections on your plastic surface.
RENDERER (3DS MAX PLUG-IN IMPLEMENTATION)
• 1: Time •
Theory
• Maxwell rendering is both time-based
as well as sample-based. You enter a target time and Maxwell
will try to achieve a rendering result as good as possible within
that time frame. The more time you reserve for a Maxwell render,
the less noise the resulting imagery will contain and the better
the image quality will be.
Practice
• Speedier processors yield
better results within a given amount of time than slower processors
(CPU speed x Time = Quality).
• The time value does not affect the
end result at the end of a given time. In other words: setting
the render time to 240 minutes yields the same result as setting
the render time to 2400 minutes and stopping the render after
240 minutes. Rendering with a time limit is mainly useful when you are rendering an image sequence for animation, otherwise I suggest to increase the render time limit to 1440, which equals 24 hours. You can then always end the render when you're satisfied with the result.
• An effective way of determining the
final light exposure in your rendered scene is to check out the render preview that can be found in the Maxwell renderer interface.
• 2: Sampling level •
Theory
• This value indicates a target quality level for the
render. Maxwell will try to reach the entered quality level,
but whether the renderer achieves that within the given time
frame depends on several circumstances in your 3D scene. When
a higher quality level is reached this will result in a more
complete lighting solution and less noise in the rendered image.
Practice
• Speedier processors reach
higher sampling values (better quality) within a given amount
of time than slower processors.
• Lower the sampling value for earlier
render termination when this value is reached, but also less
quality in the result.
• The image file that is being rendered
is regularly updated during rendering, showing the result of
new subsamples between whole sampling levels. You can terminate
a Maxwell render at any desired point in time and can then use
the resulting image at the time of render termination.
• For single image renders it's generally
better to keep the sampling level limit high (the default of
25 is fine). You can then always stop the render if you're already
satisfied with a lower sampling level.
• 3: Environment •
Theory
• The Maxwell renderer's Environment
section is dedicated to accurately simulating environmental conditions, such as physical skylight
with or without sunlight, based upon real-world coordinates,
date and time.
• The absorption function in the Fog Options section refers to the fraction of light that is absorbed when penetrating the fog. The scattering function is related to the intensity of light being reflected by fog molecules.
Practice
• For exteriors and for interiors with a
lot of outside light penetration use Maxwell's physical sky.
For interiors with less exterior light penetration use the skydome.
The skydome generally renders faster, resulting in less noise
when the render is finished.
• Use absorption and scattering values above 0 to activate fog.
• Increasing the absorption value makes the fog look darker.
• 4: System •
Theory
• The number of threads refers to the number of processing pipelines to be utilized by Maxwell. Basically one processor equals one thread, but machines that support hyperthreading can have two threads per processor.
Practice
• Make sure the scene scale value corresponds with your scene's proportions as accurately as possible, to achieve proper realism and to avoid unwanted consequences, such as an incorrect DOF effect.
• Set the number of threads to the maximum amount of available threads on your system in order to maximize render capacity for Maxwell. For example if you've got a hyperthreading dual processor machine, set the number of threads to 4.
• 6: Tone Mapping •
Theory
• The Film ISO value originates from traditional photography. It is an indication of the film speed, where higher values refer to faster film types with the ability to capture more light. However, the resulting images of higher ISO film types also display more graininess.
• The Maxwell renderer's tone mapping section offers some optional tweaks for the appearance of the rendering.
Practice
• Adjust the Film ISO value to increase or decrease the brightness in your render. A value of 200 means that twice as much light is captured from the scene by the Maxwell camera compared to using an ISO value of 100. A Film ISO value of 50 means that half the amount of light is captured from the scene by the Maxwell camera compared to using an ISO value of 100.
• Unlike traditional film ISO types increasing the Film ISO value in Maxwell doesn't induce graininess.
• Burn is a tone-mapping parameter that controls the RGB conversion from internal high-dynamic range
calculations.
• Increase the gamma value in order to brighten dark areas in your image.
TROUBLESHOOTING
• 1: The amazing disappearing objects •
Phenomenon
• Scene objects suddenly aren't visible
anymore when rendering.
Possible solution(s)
• It might be a normals
problem. Check if the normal vectors of your polygonal object all point
towards the right direction. If appropriate correct this until all normals point in the right direction.
• 2: A dielectric object doesn't allow enough
light to enter through •
Phenomenon
• Glass, plastic or an other dielectric
element causes light strength to decrease too much when going
through the element, resulting in the object(s) becoming too dark.
Possible solution(s)
• The type of glass / plastic
/ etc. you chose might not be suitable for the application in
the scene. Try some different types.
• The scene object that contains the
dielectric material may be out of proportion compared to a real-world
equivalent. For example, a glass window may be too thick. Check
your object dimensions compared to the scene's scale.
• Be sure all caustic options are switched
on in the render dialog.
• Decrease the Absorbance value in order to lower the amount of light that will be absorbed by the dielectric volume.
• Try raising the color value of the
dielectric material.
• If your dielectric object type does not need crystal-like colorful dispersion / diffraction effects, increase the Abbe value for more clearness (Abbe values of 175 and above yield clear results).
• Make sure the scene contains enough
surfaces that are not too dark, in order to sufficiently reflect light throughout
the scene.
• Simply render for a longer time. As
Maxwell reaches a higher sampling level, the more complete the
light solution will be.
• 3: Too much noise remains in my final Maxwell
render •
Phenomenon
• Noise is still apparent when rendering
has completed.
Possible solution(s)
• Render for a longer time
to reach a higher sampling level and eventually get rid of all
noise.
• If your target sampling level is reached
and the result still shows noise, rerender with a higher number
of samples.
• Decrease the number of bounces in
your scene, as fewer bounces require less calculation and thus
the renderer gets more opportunity to get rid of noise during
the given rendertime.
• Make sure your scene is lit well enough.
Scenes with a coarse light distribution require more effort
for the renderer to get free of noise. This is comparable with
the phenomenon of more noise in digital photos in areas of the
photo that are insufficiently lit.
• For exteriors and for interiors with a lot of outside
light penetration use Maxwell's physical sky. For interiors
with less exterior light penetration use the skydome. The skydome
generally renders faster, resulting in less noise when the render
is finished.
• Use less faces / triangles in your
light emitting objects and (if possible) use less light emitting
objects. More light emitters as well as more polygons in your
light emitters require more calculation.
• A reasonably effective approach to
reduce noise in a final result is to render at a higher resolution
than your desired size and scaling down the result to the desired
size. The higher the render resolution, the more you will be
able to downsize the result and the more the noise will be averaged
into a clean picture by the scaling, without losing sharpness.
• Try to avoid very high surface color
values and saturation.
• Try to use as few as possible noise-inducing
elements in your scene, such as dielectrics (transparent elements
such as glass) and glossy reflections (using U and V roughness).
If you do use dielectrics in your scene, increase the Abbe value
to 150 or higher to suppress noise.
• Try to decrease polygonal overhead
in your scene wherever possible, in order to simplify the scene
and the necessary calculations.
• Use a so-called "denoiser"
to eliminate noise from your image after it's rendered, such
as ABSoft's effective application and Photoshop plug-in Neat
Image.
This knowledge base will be updated more or less frequently,
so check back every once in a while for possible changes and/or
additions. I hope you found the information useful and remember:
your contribution to this growing knowledge depot might be very
valuable for the Maxwell user community, so please don't hesitate
to get in touch.
Cheers,
Metin Seven
www.metinseven.com
www.sevensheaven.nl
www.figurefarm.com

|