
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 64
The following images demonstrate this:
F.03 Nd=1 F.04 Nd=40
From the images above you can see that raising the Nd increases the effect of the
Reectance 90° color, while the Reectance 0° color (in this case set to nearly black) has
less and less effect when increasing the Nd.
Of course the value of the Reectance 90º color will also affect the maximum strength
of reectance. For example, you can set a high Nd but set the Reectance 90° to a dark
color. The result will be a surface which is reecting equally, no matter the viewing angle,
but the reections will appear weaker.
For opaque materials, an Nd of at least 3 is recommended if you want them to be reective.
Metals have an even higher Nd. The Nd setting can go as high as 1000. For a mirror-like
surface it is usually enough to set the Nd to 100.
The Nd has no inuence on the look of the material when working with Lambertian
materials. Lambertian is a special mode which makes a surface reect all light in a diffuse
way. A Lambertian material has a roughness 100. It is the highest roughness a surface can
have. It is also important to remember that the Nd has less inuence on the reectance
of an object the higher you set the Roughness (See the Surface Properties chapter for
more details on the Roughness parameter). The smoother a surface is (low roughness),
the bigger the effect of Nd on the surface will be. You will see the biggest changes to the
reectiveness of the object as you change the Nd, when the surface roughness is low.
With transparent materials the Nd also controls the amount of refraction. Seawater for
example has an Nd of about 1.333. You can nd common Nd values for transparent
materials on the internet.
• Force Fresnel: The amount of light that is reected back from the object is
determined by the re 0° and 90° colors. The Nd controls the Fresnel curve, or the
inuence of these two colors, depending on viewing angle. In reality however, the Nd
itself species how much light is reected back from the surface, with a higher Nd
specifying a more reective material. These three settings (re0°, re90°, Nd) can
come into conict when you put in, for example, a black re 0° color but a very high
Nd. Force Fresnel ensures that the reectance ramp (curve) between Ref0 and Ref90
will be maintained by the given Nd. It discards the luminance of a given reectance
color and enforces physically correct Fresnel while only deriving the hues of the re.
0° and re. 90° color chips. When Force Fresnel is unchecked the reectance value
of a surface is derived both from the Nd and the luminance of the re0° color. When
Force Fresnel is checked, the reectance between re0 and 90° (the Fresnel curve)
is maintained according to the Nd, and only the hue of a given reectance color is
taken in consideration.
This option should be turned off when you texture the re. 0° or re.90° channels,
otherwise your textures may not appear as you expect when using a lower roughness.
As you can see in the images below, because the luminance information of a given
color is discarded, a bright red in your texture may appear darker than expected
if the Nd is low and the Force Fresnel option is checked. Here, Maxwell Render is
determining the nal reectance of the object, just looking at the Nd.
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