User manual
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 62
10.03.03 Specific properties
When selecting a material component in the layer tree (a BSDF, a Coating, an Emitter
or a Displacement component) its properties will appear in the right area of the Material
Editor. These components form the foundation of the Maxwell material system, and they
are explained in the following chapters.
10.04 The BSDF
The BSDF component is the main component in the Maxwell material system. It contains
all the parameters needed to create lots of different types of materials, ranging from
clear glass to sandblasted glass, plastics, metals and translucent materials such as skin,
porcelain, and wax. In this rst section we will go through each parameter in order,
providing brief descriptions. In the second section we will show different material examples
and discuss the settings used.
When a BSDF is selected in the material layer, the BSDF properties are displayed in
the panel on the right hand-side. The controls are divided into 3 distinct areas: BSDF
Properties, Subsurface Properties, and Surface Properties.
The BSDF properties handle all settings related to the material as a whole. The Subsurface
properties control the effect of translucency – or light that is scattered beneath the surface.
The Surface properties handle all settings related to the surface of the material, such as
the surface roughness and bump.
10.04.01 BSDF Properties
Reectance 0º / 90º
F.01 Texture slot
This is the light reected by the material. In other words: it is the color of the material.
Choose a reectance color by clicking on the Color Picker, or specify a texture by clicking
on the Texture slot (image above). You can enable or disable the texture using the check
button near the Texture slot.
A full white reectance (RGB 255) means that all the light that falls on the object is
reected back. Black reectance (RGB 0) means that all the light is absorbed. Please note
that the reectance colors describe the amount of light the object reects back, but not
how that light is reected back (in a diffuse way, or a specular way for shiny objects).
This is instead controlled by the Roughness parameter. See the Surface Properties chapter
which describes how smooth or bumpy the surface is.
There are two reectance colors: the light reected when the object is seen at 0º degrees
(frontal view) and at 90º degrees (glancing angle). The Reectance 0° is the object’s main
color. The Reectance 90° color (also called Fresnel color) is the object’s color at glancing
angles. This is useful when you have a material which reects one color when viewed
straight on, but at sharper viewing angles reects another color, such as taffeta, silk, and
velvet. Think of the Reectance 90° color as the object’s “specular” reection.
How much inuence the Reectance 0° color vs. the Reectance 90° color has on the
look of the material depends mostly on the roughness settings and to a certain degree on
the Nd. You can nd more information on these two parameters and how they affect the
inuence of the Reectance 0° vs. the Reectance 90° colors in the following chapters.
For most materials, the Reectance 90° color is white. However, materials like metals
usually have tinted reections. For example, if you would like to create a golden material,
you should set the 0° color to a yellowish tone and then use a brighter yellow for the
reection 90° color so that the specular reections become tinted as well. Changing the
Reectance 90° color allows for different reected colors at the edges of the object.
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Important: Avoid setting the Reectance 0° color too bright. Setting it to 255 for example
means this material will reect back almost all the light it receives, which does not happen
in the real world. Maxwell Render still keeps the amount of light reected/ absorbed within
physical limits but the result with such high Reectance values means the light will keep
bouncing around in your scene with very little loss in energy, which will produce noisier
renders and a washed-out look with very little contrast. A reasonable setting even for very
bright materials would be around 230-240. For example, the Reectance value of a white
piece of paper, when converted to RGB, is around 225. Please note that this only matters for
the Reectance 0° color. The Reectance 90° color can be left at fully white (RGB 255).
Transmittance
This parameter controls the color of the light when it passes through a transparent