
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 14. Appendix I. Materials Examples | 128
f. Example 6: Clipmaps using layer mask
Clipmaps are easy to create. Use the layer mask image to make an object visible in some
parts and invisible in others. Clipmaps are useful for leaves, decals, perforations in objects,
and even to simulate objects using a single-textured plane (people, vegetation, etc).
Fig.01 Grass by thxraph Fig.02 Wire mesh by F_Tella
First, create a material as usual (reectance, transmittance, Nd, roughness, etc). Then
load the clipmap to the layer weight texture slot. White areas show the material as it
is and darker areas make the layer vanish slightly. Pure black areas will make the layer
completely invisible, allowing you to see the layers underneath.
If there is only one layer in the material, the black areas of the clipmap will make the
object invisible.
More clipmap material examples at the MXM Gallery
g. Example 7: Multi-layered material
Maxwell Render’s stacked layers system allows you to create complex and very sophisticated
materials. Each layer corresponds to a specic material, so each layer can contain several
BSDFs blended together, coatings, SSS, etc. Think of a layer as a complete material on its
own, with its own displacement, BSDFs, and coatings.
Fig.01 Rusty Chrome Metal by Miguel Fig.02 Cigarette Break by rusteberg
To create a partially rusty metal sheet, begin by creating the rust layer. Apply a Re 0º
map and a bumpmap. Roughness should be a high value (for example 100). Name this
layer “rust”.
Now create a new layer over the rst. Name it “paint”. You can use the Wizard to quickly
apply a car paint material. Or combine two or three BSDFs to copy the look of a clean,
newly-painted metal sheet. Adjust the weight value of the “paint” layer to mix it with the
“rust” layer underneath, or better, use a grayscale map as a mask to remove the “paint”
layer from certain areas, allowing for the rust to peep through.
You can also load a global bump/ normal map that will be applied to the whole material
from the Material Properties row in the Layers list. Each layer can have one displacement
component but only one of the displacement components will be used for rendering. You
can specify which one you wish to use for rendering in the Material Properties panel.
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