
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 53
A surface which scatters almost all light in a chaotic, diffuse way is called a “lambertian”
surface, such as the red ball on the left. Lambertian reectance means that light falling
on a surface is scattered in such a way that the apparent brightness of the surface is the
same, regardless of the observer’s angle of view. Or else: the surface’s luminance is the
same regardless of angle of view. Many rough surfaces, such as unnished wood, exhibit
lambertian reectance.
A surface which scatters almost all light in a chaotic, diffuse way is called a “lambertian”
surface, such as the red ball below (F. 01). Lambertian reectance means that light falling
on a surface is scattered in such a way that the apparent brightness of the surface is the
same, regardless of the observer’s angle of view. Or else: the surface’s luminance is the
same regardless of angle of view. Many rough surfaces, such as unnished wood, exhibit
lambertian reectance
F.01 F.02
A smooth surface however reects light uniformly and creates a very sharp or specular
reection of its environment. Specular reection is the perfect, mirror-like reection of
light from a surface, in which light from a single incoming direction is reected into a single
outgoing reection, as for example with a mirror.
It is important to note that because very smooth surfaces reect light perfectly, they
reect much less of their own color. This is visible in the render (See above F.02), where
the ball is still tinted red, but as it is a tinted mirror, its own color shows much less. There
are a few exceptions however and one of them is metals. Even if a metal is very smooth,
it still reects its own color much more.
Transparency
An object becomes transparent when light does not stop at the surface, but goes through
the object and out the other side. When light passes through a material, it slows down
because the material is denser than vacuum. Because of this change in speed, the light
is bent, or refracted, when going from vacuum (or air) into the material. This refraction
occurs whenever light changes speed, so it happens when it moves from one material to
another with different densities. The refraction is also what causes “caustics”: concentrated
pools of light.
In the render below (F.03), it is refraction that makes the magnifying glass distortion,
and creates the caustics pattern. Different materials make light slow down more or less,
relative to the speed of light in air or vacuum. This difference between lightspeed in
vacuum <–> lightspeed in medium, is specied as the index of refraction (IOR, also called
Nd) for that particular medium.
F.03
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