
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 52
10 MAXWELL MATERIALS
10.01 Maxwell Materials
Before explaining the material parameters used in the Maxwell material system, it is
important to have a basic understanding of what light is, how it interacts with materials
and why a material looks shiny, dull, transparent etc. Please review this information as it
will make the parameters in the Maxwell material editor much easier to understand.
What is light?
Visible light is really a very small portion in a range of electromagnetic radiation. This
radiation travels in waves of different wavelengths. The difference in wavelengths (the
“tops” of each wave) is what makes the difference between blue, red, gamma rays, x-rays,
radio waves etc.
“White light” is a combination of all the colors in the visible light spectrum. When we
perceive an object as red for example, what really happens is that white light falls on a
red surface, and all the wavelengths except those that give red light are absorbed by the
material. Only the red portion of the spectrum is reected back.
Diffuse – Specular & Reected light
We see an object because light is reected from its surface into our eyes. That is, ALL
light is reected light. This may sound confusing at rst because it has become common
in renderers to refer to reected light as specular (or sharply) reected light.
In the real world light does not have a separate “diffuse” or “specular” part. So what
makes a surface look dull, or mirror like? It is the smoothness of that surface.
A surface which is not very smooth has tiny imperfections which scatter the light in all
directions, thus creating a very “diffuse” reection of its environment. So it is the reection
of light from an uneven or granular surface, resulting in an incoming light wave being
reected at a number of angles.
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