Development Blog

News of the Maverick Render world.

Substance Painter importer improvements

We are very happy to announce updated versions of Maverick Studio and Maverick Indie with some improvements in our Substance Painter importer.

By exporting the Substance Painter shader parameters, it is now possible to rename your texture sets without breaking the mesh-to-material links once the model is imported in Maverick.

All that you need to do, besides selecting the Maverick configuration preset, is to enable the “Export shaders parameters” in the Substance Painter texture export dialog and make sure that the textures, the mesh and the companion .json file are all in the same folder (click to enlarge):

 

Your model and textures will import correctly applied Maverick Studio and Maverick Indie, regardless of whether you renamed your texture sets. This was a limitation in the first release, but has been fixed in the builds that you can already download from our website.

The new and updated versions are available for download!

https://www.maverickrender.com/try
https://www.maverickrender.com/buy

Thank you for reading!

Introducing: Maverick Indie

Introducing: Maverick Indie

Several months have passed since the first release of Maverick. This has given us the time to better understand the landscape of our user-base from the lots of feedback we have received. Said feedback often revolves about these three key factors:

  • Features our users are most interested in, mostly dependent on what field they come from.
  • Licensing & Pricing policy.

For example, one key aspect that we identified early is that most people demanded a perpetual licensing option, which we added a couple of months ago. Now you can freely choose between monthly/yearly subscription, or a perpetual license.

Feature-wise, the top requests are support for animation, and autonomous handling of UVs and stickers. Those are features we are already working on. They will take some time to be ready and released, but they are definitely coming.

But another less obvious thing we identified is that we have very different types of customers. They range from the industrial/engineering/design/… world to the CG art/visualization/video-game/… world. Despite there is significant common ground between all fields of 3D visualization, it is also clear that some aspects of the application are critical to some users, and serviceable by others. This observation leads to an opportunity to adapt the pricing policy to the best interest of the user. Namely, by offering a more cost-effective version based on certain features that not all users need.

…and this takes us to the birth of the baby brother of Maverick Studio, which we have called Maverick Indie:

 

 

And its pricing & licensing policy:

 

The most characteristic differenciation we’ve devised between the two main groups of users that we have, is that some of our users need connections with CAD applications such as Rhino, SolidWorks, … via either plug-ins, or via surface/solid formats such as .STEP an .IGES. This type of users is also interested in some other technical features that we are already working on, such as solid cross-sections, interactive NURBS tessellation, …

Supporting those platforms, formats and features is where a significant portion of our development efforts and costs is at. However, those features are not needed by all users. So a decision has been made to deliver a version of Studio without those features. And that version is Maverick Indie.

IMPORTANT NOTE:

Now and forever, Maverick Studio carries all our features. Every single development effort, and every single feature we work on, is part of Maverick Studio. And then, Maverick Indie is a version of Studio where CAD-specific features listed below are excluded.

This is an important point that we want to emphasize. Customers of Studio get 100% of our work. Nothing changes there. But for many other users, Indie may be equally suitable, and they now have the option to buy at a much lower price point (roughly speaking, Indie is 50% the price of Studio).

Indie users don’t get CAD-specific features, but in return they benefit from more affordable pricing.

For the sake of being more explicit, here is a chart with the features that Indie does not inherit from Studio. Note that this features list gives a glimse at our current roadmap for the months to come. But please note that we can’t make any promises as to when or in what form the features currently in development presented here will be available:

Feature

Studio

Indie

Plug-ins (Rhino, SolidWorks…)

Yes

No

CAD import (step, iges…)

Yes

No

Stickers/decals

Yes

No

Cross-section

Yes

No

NURBS rendering

Yes

No

Substance Painter import

Yes

Yes

Substance Designer import

Yes

Yes

PBR maps import

Yes

Yes

ZBrush import

Yes

Yes

Subdivision/displacement

Yes

Yes

Turntable animations

Yes

Yes

Baked animation

Yes

Yes

Keyframed animation

Yes

No

Command-line rendering

Yes

No

Any other feature not explicitely stated in this list can be assumed as present in both products.

New workflow for Substance and ZBrush in Maverick

It’s been a very busy summer for us, and we are thrilled to announce the arrival of several incredible new features to Maverick Render.

These features revolve around:

– Connecting our software with the fantastic content creation tools Substance Painter/Design and Zbrush.
– A one-click importer for PBR materials coming from any library or source, such as Poliigon.
– Taking a solid step into animation with the addition of a turntable animation wizard.
– The addition of ultra-high quality displacement.

We have created one presentation/tutorial video per feature, which you can find on our Youtube channel, or by clicking on the thumbnails below.

Let’s go through a brief description of each of the new features:

 

Substance Painter

One-Click Substance Painter Import

One click of a button. That is all it takes to bring your models and materials to Maverick once you have exported them from Substance Painter. Maverick will load the geometry and the materials all pre-configured and ready to render.

Our carefully crafted PBR-compliant material system, which natively supports metalness/roughness and specular/glossiness models, will take care of your Substance Painter artwork and turn it into a photo-real render in no time.

One. Click. Of. A. Button.

Substance Designer

One-click Substance Designer Import

Likewise, one-click of a button is all it takes to bring your materials from Substance Designer to Maverick.

Simply select one of the material textures (e.g., BaseColor, Metalness, … or any other) in the file picker, and Maverick will auto-configure an ambience with your full material, all ready to render.

Our incredibly detailed displacement mapping system, combined with our physical materials, are a killer combination.

PBR materials

One-click PBR materials import

Get your PBR textures imported smartly into Maverick with our one-click file picker. Simply select one of the material textures, and Maverick will auto-detect, and pull all the other textures, configuring the full material in one action.

Our solution is compatible with a wide variety of vendors and authors. We natively support Poliigon texture sets, as well as virtually any other PBR collection out there.

Importing fully-configured PBR materials into a render engine has never been easier!

Turntable animations

Turntable animations

Straightforward and easy to use, our turntable wizard allows you to create stunning presentations for your models and their material details.

The animation can be previewed in real-time within Maverick’s viewport, and with just a few settings you will get amazing presentations in no time.

Be sure to download our free 30-days trial: www.maverickrender.com/try

Thank you for reading!

ZBrush import

ZBrush import

Import complete ZBrush models along with their texture maps in one click.

Configure your mesh and textures using ZBrush’s Multi Map export. Then import the model in Maverick and see all the geometry parts and their textures be pulled and configured automatically.

Then tweak materials and lighting, and you’ll be good for a hero shot.

Be sure to download our free 30-days trial: www.maverickrender.com/try

Thank you for reading!

SolidWorks connection (coming soon)

SolidWorks connection (coming soon)

 

We are delighted to announce the development of the so much requested SolidWorks-to-Maverick bridge plug-in.

SolidWorks-to-Maverick will bring to SolidWorks users all the magic features that make Maverick ideal for product and industrial design visualization. With just one click in SolidWorks you will get your model transferred to Maverick Studio. There, you will be able to select an ambience, drag-and-drop materials, and take photographs of your model in a matter of seconds.

If, at any moment you make changes in your model, pressing the export button again will synchronize Studio, reflecting the changes in the geometry, but keeping all your materials, camera and lighting setup work.

Development is progressing well, and we expect to have more news about SolidWorks-to-Maverick very soon.

Stay tuned!

Maverick now available in China!

Maverick now available in China!

Until last week, our beloved chinese users would not be able to remove the watermark from Maverick Studio. This was due to the Google ban in China, and some of our online components being hosted on Google servers.

We are delighted to announce to all our chinese customers and trial users that Maverick Studio can now fully access our online licensing system, and activate normally from Mainland China.

This announcement concerns the software activation itself. But we are already working to provide the same possibility to the log-in of our website, for more comfortable update downloads and account management.

Happy rendering with Maverick Studio!

Create infinite scene variations with LightMixer

Create infinite scene variations with LightMixer

We recently introduced LightMixer: an amazing solution for light editing that doesn’t need to re-render the scene.

This feature may sound familiar to many of you, since it is present in our rendering technology since the days of fryrender and Arion. But now, the UI has been extended and some exciting new features have been added.

In short: LightMixer allows you to assign the light sources in your scene to different (separate) channels. Then, you can tweak the emission power and color of each light source independently. You can mute or solo each layer, etc… In addition to this, we have added the ability to create light groups, and to consolidate your changes back to the scene.

LightMixer can be a very powerful and time-saving feature, as it allows to completely change the lighting of a scene without re-rendering it.

Here is the presentation video for LightMixer:

We invite you to also check the LightMixer documentation for more details:

https://maverickrender.atlassian.net/wiki/spaces/MST/pages/320963285/LightMixer

LightMixer has been available in the most recent builds of Maverick Studio. If you are not a user yet, try it out for free by downloading our trial from this link:

www.maverickrender.com/try

Happy rendering!