(Click on this image for an enlarged view @ 2000x1500 )
The model of the Laboratory Glassware was obtained from 3D ContentCentral. Login to 3D ContentCentral and do a search for lab_glassware to locate the model.
There are NO decals in the glassware model. Graduations on the flasks are modelled as raised (embossed) faces. The models, although in a SolidWorks Assembly file format are Imported so it is unclear which modelling system was originally used to create them, however, the same effect can, of course, be achieved in SolidWorks.
Model Setup
I was experimenting with a camera light box so created a model as shown and included this model with 3 planar light sources into the final assembly.
The box has dimensions 1000mm x 1000mm x 500mm
There are 2, 3D-sketches in this model to contain points to be used for locating the camera. One point was constrained to lie on a construction line in the mid-centre of the front opening (for locating the camera), the other at a fixed distance of 100mm above the model origin (for the camera target point). A dimension was constructed to determine the distance from camera location to the target point. (This value is used when setting up the camera for Maxwell).
I was also experimenting with a texture to increase the apparent perspective in the finished render. This was assigned to the floor of the model as a SolidWorks texture as shown.
The lights (3 emitter panels) were created and positioned as shown below.

These panels are 100mm square and located to simulate an approximate 3-point lighting scheme. All light sources are aimed at the same location as the camera target point.
Materials
The following materials were used:
Glass
Created new material from the Material Editor directly.
- 1 BSDF layer
- Reflectance (0) 120,120,120
- Reflectance (90) default white
- Transmittance 200,200,200
- Nd 1.55
- Attenuation 6.0cm
Box (walls and ceiling)
Using pre-set "Blue Glossy Plastic"
Fill Light
Basic Material created using the Material Wizard launched from the New Material command. Specified an "emitter" type with default values. Modified in Material Editor to:
- RGB 255,255,255
- 250 Watts
- 100 Efficiency
Key Light
Basic Material created using the Material Wizard launched from the New Material command. Specified an "emitter" type with default values. Modified in Material Editor to:
- RGB 255,255,255
- 500 Watts
- 100 Efficiency
Back Light
Basic Material created using the Material Wizard launched from the New Material command. Specified an "emitter" type with default values. Modified in Material Editor to:
- RGB 14,243,10
- 200 Watts
- 100 Efficiency
Box (floor)
I wanted the material to use the assigned SolidWorks texture.

The first thing to do is to select the face and launch the New Material command.
This creates a new material and incorporates the SolidWorks texture as part of the material. Other parameters were
- Reflectance (0) 192,192,192
- Reflectance (90) default white
- Transmittance default black
- Roughness 20
- Attenuation distance 1.0nm
- Custom Nd 1.0 (not sure about whether this one should be 1 or not)
Test Tube Holder
Using a Metal "silver" material generated by the Wizard with roughness set to 20.
Corks and Dropper
Using pre-set "Orange Glossy Plastic"
Job Summary
Final Picture Details
Level 15 was reached in 16 hours.
Level 16 reached in 24 hours (benchmark 45.33)
My original intention was to render at 2000x1500 and then reduce the final image to half size as a means of eliminating noise. For the image shown at the top of this page, I left the image at its original size and tried out the "Edge Preserving Smooth" filter in PaintShop Pro.
I have included a link to the original un-retouched image as produced directly from MXCL here.
Just resizing the image is sufficient to reduce the noise to an acceptable level (in my opinion).
I am aware of some faults in this final image, but think it was a useful exercise to explore what can be achieved with Maxwell and SolidWorks.

