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.
What’s New in version 2.7 ?
The Maxwell Render grass generator, It allows you to quickly create grass on a selected piece of geometry. Designed to offer maximum control over the look of the grass from impeccable detail on close up shots to fast-rendering further away from the camera. Compatible with Maxwell Studio and almost all supported plugins.
Maxwell Render 2.7 New Features
- Grass generator and primitives added
- Support for grass flat primitive in 3rd party hair systems
- Anamorphic bokeh added
- MXS/MXI file compression
- New 3D vector displacement type for RealFlow displacement
- Support for non-bin particles vastly extended
- Added support for the environment variable “MAXWELL2_LICENSE_PATH” to define the folder where the license.txt file is located through an environment variable
- Support for blending materials for Maxwell Mesher fluid simulations
Maxwell Render 2.7 Bugfixes
- Multilight sliders went to zero when setting a numeric value higher than the current range
- Bad transformations in MXS references when there were repeated references with hierarchies
- Some issues in particle rendering
- Merge with Multilight enabled could generate noise
- SSS with Layer opacity
- Emitters with motion blur could fail
- Channels saved in HDR format were read as PNG 16
- Batch MXI process was not applying diffraction properly
- Disabling caustics was not working in some cases
- Extension was not kept when dropping an MXI path over the image path GUI field
- Issue refreshing Multilight sliders
- IBL files in screen mapping mode looked incorrect in blow up renders
- Blow up renderer size was saved incorrectly