ABOUT THIS GALLERY:
Being among the lucky people to discover Maxwell Render, before it was made public, this gallery represents my journey through time as I practiced and experimented with this pioneering technology. These images represent thousands of man-hours and computer hours, both in testing the software itself, researching the properties of light to help beta-test its physics behavior, and as a hobbist of seeking the ultimate possible photorealism.
Throughout computing history in the 80s and 90s, computer graphics evolved at a gradual pace with occasional milestones. However, the year 2004 marked an unusual transition: A company from Spain decided to implement a new technology that brought computer graphics realism to new levels, disrapting the pace of the industry.
NextLimit technilogies (out of Madrid Spain) developed Maxwell render adopting a physics-based algorythmic aproach paired with an intuition based camera-model interface (NextLimit was the first company to combine these two aspects together). Photorealism was now being pushed to new levels above what was known at the time. It was able to capture nuances of light behavior most if not all other commercial render engines ignored; for the sake of breivity or considered trivial and unnecessary. Now for the first time we started to witness what happens to a computer image when we pull all the technical stops. We were getting images complete with dispersion and reflective caustics bringing a richness that once seen could not be unseen. The conventional rendering of the time was no longer adequate. However, it all came at a cost. The algorythms were so computationally heavy that each image could take from two to twenty four hours to render on a single quad-core worksatation ... but that was then!