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© 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 reectance 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 unnished wood, exhibit
lambertian reectance.
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 reectance 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 unnished wood, exhibit
lambertian reectance
F.01 F.02
A smooth surface however reects light uniformly and creates a very sharp or specular
reection of its environment. Specular reection is the perfect, mirror-like reection of
light from a surface, in which light from a single incoming direction is reected into a single
outgoing reection, as for example with a mirror.
It is important to note that because very smooth surfaces reect light perfectly, they
reect 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 reects 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 specied as the index of refraction (IOR, also called
Nd) for that particular medium.
F.03
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