User Guide

Surface Roughness
Color Map
Specular Map
Bump Map
Glossy Map
Reflection Map
Color of specular reflection
Coef. [-999.0,+999.0]
Percentage
Range [0.0-1.0]
MAXWELL PLASTIC SHADER
SSS
Sub-Surface Scattering
Amount of light to be absorbed
through the object surface
Amount of light to be scattered
back from sub-surface
Not Available
Color of diffuse reflection
Maxwell Plastic Parameters
Scattering (SSS)
Color
Defines the color of diffuse reflection.
Specular Color
Defines the color of specular reflection. Specular color both
affects the color and strength of reflections.
*For plastics, total brightness of diffuse color ([R+G+B]/7.65) +
total brightness of specular color ([R+G+B]/7.65) must be less
than 100 to achieve more realistic results.
Example: If the color of your plastic is RGB=200, 200, 200 then
the specular color must not exceed RGB=55, 55, 55 and it would
be better also less then the sum of 255 to achieve real life results.
u and v Roughness
Disperses the scattered light energy randomly to achieve a more
rough surface for both (u,v) mapping directions.
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.
Color Map
Replaces given bitmap with the diffuse color.
Specular Map
Replaces given bitmap with the specular color. Works in junction
with reflection map regarding its intensity. A reflection map must
be used to benefit from specular map.
Glossy Map
Applies given bitmap as a glossy map which controls the
blurriness of reflections. The brightest areas will be treated as
they are more blurry, otherwise they remain sharp.
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.
Maps
Maxwell Render User Manual
8
Maxwell Shaders
9
ADVANCED MATERIALS WITH SPECULARITY AND GLOSSINESS
Plastic shader has more parameters to achieve a wide range of real life materials.
It has u and v controllable roughness, specular reflections and glossiness as a
plus. Since no surface is perfect, roughness helps a lot to aviod CG look. With
mapped specular, glossiness and reflectivity, it's easy to simulate complex
surfaces like lacquered floors, shiny paints, plastic substances, leather, wood etc.
The most important characteristic of plastic shader is specularity. Received
amount of light energy bounces from the surface as a sum of diffuse and specular
reflections. We assume the received light energy as 1.0 and the sum of reflected
light energy should not exceed this value to avoid unreal shading of materials.
INTERACTIVE CONTENT Click here and drag mouse to test effects of different specularity levels
SPECULAR MAPPING
REFLECTION MAPPING
GLOSS MAPPING
SpecularMapu,v Roughness=0.5
ReflectionMap (#1.0)Diffuse=120
Specular=135
GlossMap (%50)
MAXWELL PLASTIC SHADER