User Guide

SSS
Sub-Surface Scattering
Color Map
Bump Map
Coef. [-999.0,+999.0]
Range [0.0-1.0]
Reflection Map
MAXWELL DIFFUSE SHADER
Maxwell Diffuse Parameters
Scattering (SSS)
Color
Defines the color of diffuse reflection. Diffuse surfaces scatter light
in every direction and gives the object its color. In real life, objects
never bounce all the light energy back. So, total brightness of
color ([R+G+B]/7.65) must be less than 100 to achieve more
realistic results.
Stands for Sub-Surface Scattering. These parameters refer to
behaviour of the shader while transmitting light through the object
volume. By default, shader doesn't gather light within object.
Absorbtion coef
Defines the amount of light to be absorbed through the object
surface. When set, object will start to gather light inside.
Scattering coef
Defines the amount of light to be scattered back from sub-surface.
When increased, object will become more translucent.
Clip Map
Amount of light to be absorbed
through the object surface
Amount of light to be scattered
back from sub-surface
Not Available
Color Map
Replaces given bitmap with the diffuse color.
Bump Map
Applies given bitmap as a height map for the bump effect. Since
the bump coefficient is positive, the bright pixels will be raised,
otherwise they will be collapsed. Use bumpmap coefficient to
multiply bumpiness.
Reflection Map
Applies given bitmap as a reflection map to the object and define
the reflection multiplier between 0 and 1. The brightest pixels will
be more reflective and the darkest pixels will be less reflective.
Clip Map
You can map any image as a clipping map but only pure black
(RGB=0,0,0) pixels will be treated to be masked out. It would be
better to have high resolution clipmaps to avoid jagged seems.
By default, Clipmap Threshold is 1 which means pixel brightness
less than 1 (in this case pure black) will be masked out.
Maps
Color of diffuse reflection
Maxwell Render User Manual
6
Maxwell Shaders
7
EFFICIENT RENDERS AND SILK SMOOTH MATERIALS
Since diffuse shader has no specular reflections, it's possible to have them
rendered very quickly. When setting up your scene it would be better to consider
which materials can be simulated with diffuse shader first.
For example, the rendering would be painless if you use diffuse shader to achieve
materials for non-specular surfaces like walls, bricks, concrete, carpets, fabrics
etc. Your scene will clear up faster and will be more noise-free in a shorter time.
INTERACTIVE CONTENT Click here and drag mouse to test different colors with diffuse shader
COLOR MAPPING
BUMP MAPPING
CLIP MAPPING
ColorMap
BumpMap
ClipMap
MAXWELL DIFFUSE SHADER
Clipmap Threshold