
© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 72
1. Step 1. It is always a good idea to start by turning off reectance, setting the
reectance to black and roughness to 0 to avoid creating reections or specular
effects on the surface. This will give you full control over SSS without introducing
other effects. Now, set the transmittance, attenuation and Nd as if you were creating
a typical glass material, but avoid setting a high attenuation. This will give you a dark-
colored glass material as seen in Figure 1.
2. Step 2. Put particles inside the medium so that subsurface scattering occurs. Leave
the scattering color set to grey or set another color, and increase the coefcient to
150. This will give you a material similar to the one in Figure 3: you have already
created a simple translucent material. The incoming white rays are ltered when
they hit the surface with the help of Step 1 and the green rays travelling through
the object are being scattered with the given particle reectance color and particle
quantity. Figure 2 was rendered using a de-saturated transmittance color with the
same settings to show the subtle subsurface scattering effect.
+ =
F.01 Transmittance F.02 SSS (isolated) F.03 Transmittance + SSS
So even with zero reectance, roughness has an effect on the diffusion of rays. The
rest of the parameters including abbe, r2, anisotropy, angle, and bump are fully
compatible with subsurface scattering, allowing you to simulate the corresponding
effects at the same time.
How to make a translucent material
Step 1 Step 2
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