
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 70
Maxwell Render has a highly sophisticated set of parameters designed to simulate both
surface and subsurface scattering. You will nd Subsurface Properties for each BSDF as a
collection of parameters under a collapsible rollout. These parameters are:
F.03 SubSurface Properties panel
• Scattering: Scattering color is the reectance of inner particles causing subsurface
scattering. This means that the incoming light will be reected/ scattered in this color.
• Coef: This coefcient denes the amount of particles inside the medium. Coef=0
(default) means there will be no subsurface scattering. In other words, the rays will
pass through without hitting a particle. The higher the coefcient value, the more
opaque/ less translucent the medium is. For example, lemonade is more translucent
while marble is more opaque.
• Asymmetry: Asymmetry denes the isotropy of scattering. Asym=0 (default) means
that light rays will be scattered equally in all directions. A negative value will let the
light rays go through while a positive value will send the rays backwards. Besides
the volumetric subsurface scattering just explained here, Maxwell Render also has
a Single Sided mode which helps you simulate thin translucent materials like paper,
leaves, and lampshades. The remaining parameters under this rollout only control
Single Sided scattering.
• Single Sided: When this checkbox is ticked, Maxwell Render will disregard the volume
of your object and consider it a hollow polygon surface with a virtual thickness. The
aforementioned SSS parameters are also valid in this new mode. The value sets the
virtual thickness of your surface in mm. You can also use a thickness map for more
complicated effects.
• Min/max: These values dene the minimum and maximum virtual thickness and are
only available when a thickness map is used. The thickness map will be treated as a
grayscale map using this given range. When this checkbox is ticked, Maxwell Render
will disregard the volume of your object.
While the parameters under Subsurface Properties dene the characteristics inside the
medium, they are not enough to give the material its nal look. We also have to specify
the properties of the light ray that enters the material. Here, transmittance, attenuation,
Nd and roughness play key roles.
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