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v5 Next Limit Maxwell | Studio

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Next Limit Maxwell | Studio
   

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Independent scene editor with a full 3D environment

Maxwell Studio is a sophisticated independent scene editor with a full 3D environment, offering an alternative workflow for those Maxwell Render users that work with 3D or CAD applications that we do not currently offer a plug-in for.

Maxwell is all about quality. Period. This has been our sacred mantra for almost 15 years of development. Our secret sauce is a physically-correct unbiased spectral engine, which produces not only beautiful images but also lighting-accurate simulations. In fact, Maxwell is considered the ground-truth in rendering and CGI production. We strive to inspire others, and you inspire us when you use Maxwell.

What is Maxwell Render?

Maxwell Render™ is a rendering engine based on the mathematical equations governing light transport, meaning that all elements, such as emitters, materials and cameras, are derived from physically accurate models. Maxwell Render is unbiased, so no tricks are used to calculate the lighting solution in every pixel of a scene; the result will always be a correct solution, as it would be in the real world. Maxwell Render can fully capture all light interactions between all elements in a scene, and all lighting calculations are performed using spectral information and high dynamic range data.

Due to its very nature, Maxwell Render enables users to create accurate and extremely realistic images. Maxwell Render is a recognized standard in architectural visualization, product design, jewelry, film production, scientific research and other high-end rendering markets, and the leader in render quality.

Maxwell Render is a rendering engine that accepts models and scenes created in 3D or CAD applications. Several of these applications are directly supported through a Maxwell Render plug-in; others can be used in conjunction with Maxwell Render by importing the geometry into Maxwell Studio, a component of the software.

next limit maxwell gpu

MULTI-GPU SPEED

If you have ever heard that Maxwell is slow…well, yes, it was. Our commitment to developing the most accurate render engine on the market isn’t negotiable. The story has changed in Maxwell 5. A fully rewritten multi-GPU core now delivers final results in minutes and accurate previews in seconds, keeping physical accuracy intact. With multiple GPUs working in parallel you’ll get an unprecedented Maxwell experience. With Maxwell 5, time is now in your hands.

next limit maxwell cloud speed

CLOUD SPEED

The new Cloud Render service allows you to access the most powerful machines available in the cloud (up to 96 cores) speeding up the render process and thus improving your productivity. Cloud render jobs can be easily dispatched from Maxwell Studio and the plugins, freeing the local computer from high CPU loads. Cloud Render helps you optimize your time and resources more efficiently.

next limit maxwell integrations

INTEGRATIONS

Maxwell 5 is seamlessly integrated in most of the major 3D/CAD software solutions such as Rhino, SketchUp, Autodesk Maya, Autodesk 3ds Max, Revit, ArchiCAD, and Cinema 4D. As an alternative, the standalone Maxwell Studio offers an independent production/rendering environment to create, edit and render Maxwell scenes. Render nodes and network tools for advanced deployments are included. Maxwell is available for Windows, MacOS and Linux.  Learn More

 

SUPPORTED GEOMETRY IMPORT FORMATS

OBJ, STL, LWO, PLY, XC2, DXF, 3DS, XML, NFF, FBX, Collada (DAE), DEM, SDTS

BASIC WORKFLOW

The Studio workflow is mostly recommended to people working with 3D/ CAD applications that do not have a plug-in to directly connect them to Maxwell Render. Even if there is a plug-in available for your application, you can still make use of Studio by importing a MXS scene or geometry, and making further adjustments to your materials / cameras / lights. Or you can merge different .MXS files together into one scene.

There’s also another possible workflow using Studio which involves synchronizing many common 3D formats through the Asset Reference, allowing for simultaneous work on geometry in your 3d modelling application of choice and materials, lighting and rendering in Studio.

  • Maxwell Studio does not have any modeling tools so you have to first model your scene in another 3D application, then export it to any of the above formats.
  • Import that geometry into Maxwell Studio where you can create, edit and apply materials, set up lights and cameras, and then finally send the scene to render.
  • Additionally you can also open and edit existing MXS files, either created by Maxwell Studio or any Maxwell plugin.

New Features in Maxwell 5

New Multi-GPU Engine

Fully rewritten MULTI-GPU engine provides more than 50x speed-up compared with a high-end CPU, preserving the Maxwell quality and delivering results in minutes or even seconds.

Cloud Render Service. Always ready for you.

Fully rewritten MULTI-GPU engine provides more than 50x speed-up compared with a high-end CPU, preserving the Maxwell quality and delivering results in minutes or even seconds.

Additive Materials in GPU

Materials with additive layers are now GPU-ready, increasing compatibility with the majority of Maxwell materials.

V-Ray Scene Import

Import native V-Ray scenes and convert them to Maxwell automatically. Only supported in Maxwell Studio. Plugin integrations coming soon.

Improved Interactivity and Stability

FIRE (Fast Interactive Render) is now faster and optimized to update instantly and reflect the changes in the scene, providing a great interactive workflow.

Procedural Textures

Add more variability and realism to your scene by randomizing texture properties automatically across multiple objects or tiled surfaces.

Light Groups (Multilight)

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.

Support for High Resolution (4K) Screens in both Render and Studio

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.


Maxwell Essentials

next limit maxwell realismUnsurpassed Realism

Unbiased spectral ray-tracing designed to simulate light and materials exactly as it behaves in the real world. No tricks. Just accurate real-world physics.

next limit maxwell interactiveInteractive

Maxwell’s interactive engine gives you immediate feedback for adjustments to lighting, materials and camera settings.

next limit maxwell materialsThousands of Materials

Hundreds 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 optimized materials in just seconds!

next limit maxwell denoiserDenoiser

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.

next limit maxwell cameraRealistic 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.

next limit maxwell motion blurAccurate 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.

next limit maxwell physical skyPhysical 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.

next limit maxwell volumetricsVolumetrics

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.

next limit maxwell seaMaxwell Sea

Create realistic ocean surfaces and waves controlling water depth and surface dimensions. From swimming pools to open ocean.

next limit maxwell hairHair

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.

next limit maxwell grassGrass and Fur

Create photoreal grass or fur on a selected piece of geometry. Designed to offer maximum control and impeccable detail.

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.

Network Rendering

Render one image using all of your computers, or set each computer to render one animation frame. Complete control and flexibility.

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.

The minimum system requirements for Maxwell Render V5 are as follows:

Windows

  • Windows Vista, Windows Server 2008 R2 SP1, Windows 7, 8, 8.1, Windows Server 2012 or Windows 10
  • 2 GHz Intel® Core2 processor, AMD Athlon 64 or better
  • 1GB RAM minimum. 4 GB of RAM memory is highly recommended
  • 1.7 GB available hard disk space for installation
  • Accelerated OpenGL drivers
  • 3 button mouse recommended

Macintosh

  • MacOS 10.11, 10.12 and 10.13
  • 1 GB RAM minimum. 16 GB of RAM memory is highly recommended
  • 1.7 GB available hard disk space for installation
  • 3 button mouse recommended

Linux 64

  • x86_64 distribution with a 2.6 Kernel and glibc 2.5
  • Tested in Debian GNU/Linux 7 (wheezy), Fedora Core release 6 (Zod), CentOS release 6.5 (Final), Ubuntu precise (12.04.2 LTS)
  • 2 GHz Intel® Core®2, AMD Athlon 64 or better
  • 1 GB RAM minimum. 16 GB of RAM memory is highly recommended
  • 1.7 GB available hard disk space for installation
  • 3 button mouse recommended

GPU engine

  • Graphics cards that support CUDA platform (Nvidia), running on Windows.
  • Maxwell and Pascal architectures are supported (for reference you can check this link); it could work on Kepler architecture but it could be unstable and the experience won’t be good.

Denoiser

  • Denoiser is capable of running on CPU or GPU, with Nvidia, AMD and Intel graphics cards; it works with CUDA (Nvidia) and also can work using OpenCL either in GPU (Nvidia, AMD or Intel) or CPU.
  • When using GPU, we recommend having a graphics card with at least 2.5GB. This number is actually dependent on frame size, 2.5GB is for 2k pixels square imagery.
  • When using Nvidia CUDA, the drivers should support at least CUDA 7.0
  • When using AMD, the Catalyst driver should be up to date.
  • In the case you get an error message when using CPU about OpenCL ICDs, it will probably be solved by installing one of these packages depending on your graphics card:
    • Nvidia: CUDA toolkit
    • AMD: AMD toolkit
    • Intel: Intel toolkit
  • The Denoiser will first try to use CUDA, if it doesn’t find a compatible card, it will fallback to OpenCL GPU (usually with AMD and Intel cards). If the image doesn’t fit in the graphics card memory, you can then use OpenCL with CPU (which will use RAM memory).

NOTE: Maxwell 5 is compiled for 64-bit ONLY. It requires a 64-bit machine and a 64-bit operating system. Plugins are available only for 64-bit builds of their respective host platforms.

What’s new in version 5?

Maxwell Render

New Features
  • Nested references.
  • New procedural texture: Random Color.
  • New procedural texture: Random Uvs.
  • Emitter groups for multilight.
Changes
  • Searching paths include 3 levels of subfolders.
  • Multilight intensity override decimal precision at Mxi Batch Processing tool.
Improvements
  • Normals channel now shows normal and bump mapping.
  • UI for hi-dpi screens (4k and on).
Known Issues
  • Wrong data issues with TIFF images and LZW compression in Linux platforms (including Maxwell Cloud nodes).
Fixes
  • Using emixer files at MXI Batch Processing tool makes other changes to be ignored.
  • Noise procedural texture doesn’t use the seed.
  • If a texture is blended with a procedural texture and tiling is used, procedural texture uses squared tiling.
  • Selecting a folder on UI sets the path without final slash.Dropping a file on a path UI sets the file path wrong.
  • Crash when closing app if any field has focus.
  • Bad illumination patterns with high values of blur in spotlights.
  • Random crash using denoiser.
  • Switching between GPU and CPU engines at render time can make some emitters to stop working.
  • Slow render using custom alpha channel on 2 socket machines.

Maxwell GPU

New Features
  • Additive materials.
  • Multi-GPU rendering.
  • High resolution renders supported.
Improvements
  • Graphics Card driver version detection.
Known Issues
  • Crash when consecutive renders with different resolutions are done with multi-gpu.
  • Dielectrics materials don’t behave as intended on some scenes.
  • Some channels (alpha, material, object, position, z-buffer) may show artifacts.
Fixes
  • If an instance of an object has a material but the original object uses the default one, both of them use the default material.
  • Deleting BSDFs with FIRE-GPU “on”, makes other objects to change their material.
  • Object opacity clipmaps fails on some scenarios.
  • Ghost BSDF in combination with other BSDFs doesn’t behave as expected.
  • Some scenes have noisy caustics where draft CPU engine doesn’t.
  • Some monochrome images (i.e. TIF format) do not work properly in monochromatic maps (i.e. opacity).
  • “No tiling” feature on textures does not work.
  • Render Booleans are not interacting properly with indirect lighting rays.
  • Black emitter + BSDF makes FIRE to crash at stop.
  • FIRE-GPU can crash at material change.
  • Monochrome textures not being sampled properly.
  • Textures for opacity layers not working in emitters.
  • Re-enable a disabled material layer with FIRE running may crash.
  • Moving an emitter with FIRE running may crash.
  • Materials with roughness between 90 and 100 may not behave as intended.
  • Repeated textures are repeated on GPU memory too.
  • CPU memory peak on GPU copy.
  • Moving instances on FIRE-GPU may crash.
  • Changing resolution between renders may make GPU render to crash.
  • Multistep motion blur may have triangles disappearing.

Maxwell Studio

New Features
  • Render via Maxwell Cloud.
  • Render animations (from the Export animation tool) via Maxwell Cloud/Network.
  • Auto-save.
  • Open/Import V-Ray scenes (.vrscene files).
  • Added Linked Camera button in Fire window to connect/disconnect the Fire view to the camera movement.
  • Double click on a material on Resources Browser imports it to the scene.
  • Active view (rendering view) indicator in the 3D viewport.
Changes
  • Searching paths include 3 levels of subfolders.
  • Render and Fire CPU/GPU dropdown menus were replaced with a one-click selector.
  • Fire buttons were moved to the interactive preview window.
  • Fire Options dropmenu was replaced with settings and save buttons (right-click menu is still there).
Improvements
  • UI for hi-dpi screens (4k and so).
  • SL indicator on FIRE.​
  • Improved fonts and look of the informative text in the viewports and Fire windows.
Fixes
  • Some scenes crash saving MXS after render FIRE at high quality.
  • MXM alternative folder option is disabled at loading.
  • If a number with more decimals than the field precision is entered, the value changes to 1.0.
  • New UV channel have index 255 by default.
  • Maxwell Scatter: Scatter modifier guides are now pointing in the right direction (previously they were leaning towards Y=0).
  • FIRE crashes changing quality.
  • Moving instances on FIRE makes multiple objects on the way.
  • Changing camera aspect ratio with FIRE-GPU “on”, corrupts image.
  • FIRE forces re-voxelization on object transform edit.

Network

New Features
  • Maxwell Cloud.
Fixes
  • Network always render with production engine.
  • If denoiser is activated on scene, network denoiser options doesn’t override it.

SDK

New Features
  • MXS and MXI files have metadata.
Fixes
  • Crash editing MXI files with Simulens “on”.

What’s new in version 4.2.0.3?

Maxwell Render

  • Fixed: Crash saving image from mxi.
  • Fixed: Maxwell crashes when using volumetrics with a material with an emitting texture.
  • Fixed: Render channel UV crash when motion blur objects are present.
  • Fixed: MaxwellVolumetric VDBs with transformations are not rendered properly.

Maxwell Studio

  • Improvement: Texture picker shows texture projection properties in the texture preview thumbnail.

What’s new in version 4.2?

Maxwell Render

  • Feature: New triangle ID channel.
  • Feature: UV render channel is now multiple, with a maximum of 16 UV channels.
  • Feature: You can cycle the images on channels that are multiple (custom alpha and UV) with arrows at the sides of its selector.
  • Feature: Display channel name below channel selector.
  • Feature: New override flag on references to select Object ID behaviour from 3 modes.
  • Change: Instances of hidden objects / references are shown now.
  • Change: Type, units and default values for some Stereo and Fish lenses parameters.
  • Fixed: Paths or dependencies with special characters cause Maxwell to fail the render.
  • Fixed: Lens extension: Stereo and fish rendered always as center.
  • Fixed: Reflectance channel may be wrong on textured instances.
  • Fixed: Flip x and Flip y projection is not correct on Lat-Long and fish lenses.
  • Fixed: Neck on Lat-Long lenses.
  • Fixed: Fast multilight with simulens crashes on any change.
  • Fixed: An instance pointing to a hidden object crashes on production.
  • Fixed: Hiding all instances, makes the original object to hide too.
  • Fixed: Custom alpha channel ignores instances of mxs references.
  • Fixed: Resuming deep alpha channel crashes on some scenes.
  • Fixed: Grass extension: Instances of objects with grass inside a group have wrong grass transform.
  • Fixed: Grass extension: Instances of references of objects with grass have no grass.
  • Fixed: Render via Network button in OSX
  • Fixed: Referenced emitter materials crash Maxwell.

Maxwell GPU

  • Feature: New triangle ID channel.
  • Feature: UV channel is now multiple, with a maximum of 4 UV channels.
  • Fixed: If you have non-continuous UVs channels on an object (i.e. 0, 2, 5), crashed at render.
  • Fixed: Emitter map was sampled always on channel 0.
  • Fixed: Alpha channel was a few pixels wider than it should.
  • Fixed: Texture properties (brightness, contrast, saturation) are not applied correctly.
  • Fixed: wrong UV’s index assignment to instances.

Maxwell Studio

  • Fixed: If you have non-continuous UVs channels on an object (i.e. 0, 2, 5), index was changed at saving (0, 1, 2) and it crashed at render.
  • Fixed: Quick double-click on fire button may make studio crash.
  • Fixed: Key shortcuts shouldn’t work on blocked cameras.
  • Fixed: Issues on hide / unhide multiple selected objects with groups.
  • Fixed: Xref objects don’t hide using isolate selected option on fire.
  • Fixed: Deleting an emitter component on material with Fire running crashes Studio.
  • Fixed: Newly created instances may disappear on the viewport.
  • Fixed: Material Id is randomized on a material clone.
  • Fixed: If a reference visibility override flag is marked on a scene, when loading all flags are marked on UI.
  • Improvement: Int and double fields don’t accept letters and “Esc” key cancels edition.
  • Improvement: Randomize Id option on materials and objects.
  • Fixed: Render via Network button in OSX
  • Fixed: Faculty licenses show as unregistered when using render in viewport.
  • Improvement: Return error when the user tries to save a scene with an object with two or more UV channels with the same ID.
  • Fixed: pesky bug related to wrong dealing with UV projectors’ ChannelID’s.

Material Editor

  • Fixed: If gallery path doesn’t end with a slash, it creates a folder for each material.
  • Fixed: Texture picker with floating preview has no size after app restart.
  • Fixed: Unload texture don’t clean procedural textures.
  • Fixed: It asks for missing textures twice.

Mx Network

  • Fixed: Connection failed if Monitor was launched before Manager on a IPv6 network.
  • Fixed: Batch renders are sent with Denoiser always activated.
  • Fixed: Error shown if the node-locked license was not named “maxwell_license.lic”

PyMaxwell Editor

  • Fixed: PyMaxwell module renamed from “pymaxwell” to “pymaxwell4”.

Maxwell SDK

  • Removed exclusive functions to access custom alpha channels: getAlphaCustomBuffers, getAlphaCustomBuffer, getNumberOfAlphaCustomBuffers.
  • Removed exclusive functions to access shadow channels: getShadowBuffers, getShadowBuffer, getShadowBuffer, getNumberOfShadowBuffers
  • New methods to access all channels like they are multiple: getNumSubChannels, getExtraBuffer (with subChannel index) and getExtraBuffers.
  • New methods to Know UV array idx from Id and viceversa: getUVIdxFromId, getUVIdFromIdx.

What’s new in version 4.1?

The new Denoiser feature helps to achieve clear images at a lower SL, and makes Maxwell up to eight times faster, depending on the scene. Instead of having to render images to a high sampling level, users can keep it low and let the Denoiser do the job, setting it to denoise at all SLs or at the end.

In addition, Maxwell 4.1 brings a number of new features, fixes and improvements, including:

  • Optimized GPU-handling memory – paving the way to Multi-GPU in a future update
  • Maxwell | Multilight™ Standalone V2 – a FREE tool for light management, now with the possibility for animations and more
  • New Lights panel in Maxwell | Studio to play with light intensity
  • New illumination assets in the Library Panel
  • New material compatibility: MERL, X-rite AxF, Real-IES files
  • For the full list of features and specs consult the Maxwell 4 website

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