Update: Next Limit Maxwell 5.2 Available
Best lighting engine for designers, architects, and artists from any industry. Next Limit constantly strives to improve the realism quality of the render and make the engine faster and easier to use. Maxwell remains unbiased with an easy transition from GPU to CPU, as well as the best cloud rendering service.
Next Limit Maxwell 5.2 brings powerful new features to Denoiser, as well as Multilight in GPU. In addition, there is new Substance Designer integration.
Maxwell Render 5.2 New Feature Details
From the Maxwell Forums:
You will notice we have turned the Denoiser upside down. It is now much more comfortable, consistent, and reliable:
- Now, Maxwell only needs to run one render pass to get a denoised image; this reduces a lot of complexity in the render process making it quicker and more reliable.
- Also, all the denoiser information is included in the MXI file as any other channel, so you can close Maxwell, open the mxi file, resume the render, merge the mxi file, play with Multilight while still being able to re-denoise the image again.
- The Tiling feature will let you avoid running out of memory when denoising on virtually any device. When this option is on (it is by default) Maxwell will calculate the denoised image by tiles to pieces instead of trying to calculate the whole image in one go and also lets you choose the size of those tiles, so if you want to use a very small amount of memory, you can lower the tile size and refresh the denoiser image again.
- New exposed fine-tuning options that let you reduce the over-smoothing of the image or the textures. Try lowering the feature influence parameter down.
Denoiser As a Channel
Denoiser: Tiling in Maxwell 5.2
Maxwell 5.2: Denoiser – Tuning Parameters
Multilight – GPU
From the forum, about the GPU engine:
- We have now added the option to use Intensity Multilight with it. Also, we are adding support for the new Ampere architecture cards (the RTX 30xx series).
- Also, we have optimized how the engine deals with the rendering information when using several cards so they are more time rendering and less time waiting to merge the render information. This means speed improvements in Multi-GPU.
- Additionally, we have rebalanced on which parts of the image the computing power is applied, reducing the workload on easy to clean areas while focusing more on complicated parts. This can make that, in some scenes, Maxwell will require more time to reach the same SL, but more complicated parts of the image will have less noise at the same SL so the image will look cleaner at the same SL. Also, less computing power will be invested in easy parts, like the sky. In general, the computing power will be used more efficiently.
- Now the GPU engine is capable of handling materials with one emitter and BSDFs at the same time. (This allows turning an emitter off while still being able to see a material applied to the object or creating invisible emitters that don’t cast shadows.
Introducing Substance materials support
Lastly, from the Forum:
The new Substance Designer assistant is available too; it lets you load .sbsar files directly and use them in your scenes. So you now have the Substance Source (paid) and Substance Share (free)
material galleries available for you to grab many, many materials.
Posted by Michele Yamazaki