
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 71
Clear / Saturated Cloudy / Desaturated
F.05 Effect of increasing Scattering Coef while maintaining Attenuation
Lighter / Desaturated Darker / Saturated
F.06 Effect of decreasing Attenuation while maintaining the Scattering Coef
• Nd: Nd is the index of refraction /reection. It is responsible for the Fresnel effect
on the surface of a material, and also controls the bending of rays when they pass
through a surface. It is essential that you use values between 1.0 and 2.5 to avoid
unrealistic results. Space or air begins at 1.01 (for vapor, smoke, etc.) and dielectrics
do not go higher than 2.5. The recommended range for common translucent materials
is between 1.2 and 1.7.
High Nd
Moderate Nd
Low Nd
• Roughness: Roughness denes the analytical perturbation on micro surfaces. Just
like in any other material, it primarily controls the diffusion of specularity, and it is also
responsible for the diffusion of rays on the surface before they go through the medium.
F.04 SubSurface Properties panel
• Transmittance: When a ray hits the surface, you need to allow it to enter the medium
so it can create subsurface scattering. Set a transmittance color, which denes the
color of the rays allowed to enter the medium. If the incoming light is white, the color
of the rays beneath the surface will be equal to the transmittance color.
• Attenuation: No transmittance color will create proper subsurface scattering without
a sufcient amount of attenuation. Attenuation denes the decay of light travelling
inside an object. The lower the value, the less transmissive and translucent the object
will be. It is important to understand that you can control the amount of light allowed
to enter an object using attenuation (together with transmittance color) and the
amount of cloudiness/ translucency using scattering color and the coefcient. See the
images below.
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