User manual

© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 14. Appendix I. Materials Examples | 126
c. Example 3: Shiny wooden floor
The set-up for the plastic material can be copied almost entirely for this particular material.
We only need to add a diffuse texture to the rst BSDF, and a bump map.
The diffuse texture should be added to the rst BSDF in the Re 0° slot. The bump map
should also be added to this BSDF with a strength set to two. Experiment with the bump
value and remember that the bump parameter is quite sensitive. Very high values (such
as 100) can produce unrealistic effects and longer render times.
The second BSDF can be left untouched. You could just increase the roughness value to
avoid perfectly smooth reections. For the image below the roughness was set to 15. If
the oor is too reective, the quickest way to change the amount of reection is to lower
the weight value of this BSDF.
Fig.01 Burnished Lacquered Bubinga by JDHill Fig.02 Black Ash by stekanio
More wood examples at the MXM Gallery
d. Example 4: Mirror
A completely reective surface can be created using a single BSDF layer. Set the Re 90°
of your material to pure white. Adjust the roughness parameter to a very low value like 0.
You can increase the value (to for example 20) if you would like to create a glossier mirror.
Set the Nd high enough (to 30 for example) to make sure the object is equally reective
from all viewing angles.
Check the Force Fresnel option to make sure the reectance of the object is only affected
by the Nd and not by the Re 0° color. More information about the Force Fresnel option
can be found in Chapter 10 in the BSDF Properties section.
Fig.01 nickel plating by tom_nextlimit Fig.02 smoke n-mirrors by abeezley
More mirror examples at the MXM Gallery