![]() If you feel the emitters in your scene don’t emit enough light to properly expose the render, it is tempting to raise the emitter intensity unrealistically to compensate, but very high emitter intensities may result in more noise and “spots”. ![]() ![]() ![]() Easiest way is using the emitter presets such as the incandescent 60W light bulb preset. It is generally a good idea to always use realistic emitter intensities for your emitters. Notice the grid indicator at the lower right of the viewport, it will tell you what the current grid unit is between each grid line (the thin grey lines in the image, not the thick grey lines). In the example below, the cube is supposed to be 1m in size, and comparing with the grid – it looks correct. Using the grid in the 3D viewport, examine the size of your objects to make sure they are the correct scale.MXS file by opening it in Maxwell Studio and checking the scene scale. If you are not sure the scale is correct when looking at the render (an indication would be that the depth of field effect is too pronounced if you intended your objects to be very large), you can always examine the. But you have to make sure in your host application that the scale you model in, is the scale these objects would have in reality. If you are working with the plugins – they will take care to export the objects in your scene to the scale you modeled them in. The lighting and depth of field will not match your intentions. For example, if you wish to render a building, but that building was exported to Maxwell as having a size of 1 meter, it will be rendered it as if it was a miniature building – a maquette. Because Maxwell Render uses real-world units for lighting and camera settings, the size of your scene objects must also have a real-world scale.
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