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Maxwell Render for Maya: Plug-in Help 1/34 doc v.1.1 - iam

Maxwell Render for Maya: Plug-in Help 1/34 doc v.1.1 - iam

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Obstacle Map: Water drops, eyelashes, dirt, etc on the camera lens will also cause diffraction<br />

effects.<br />

Diffraction <strong>in</strong>tensity: Controls diffraction/glare <strong>in</strong>tensity.<br />

Diffraction Frequency: Controls the frequency of color<strong>in</strong>g <strong>in</strong> diffraction effect. Higher values<br />

will make the patterns denser.<br />

Scatter<strong>in</strong>g: Enable Scatter<strong>in</strong>g<br />

Scatter<strong>in</strong>g value: Commonly known as bloom – occurs when the light is scattered <strong>in</strong>side the<br />

lens be<strong>for</strong>e reach<strong>in</strong>g the film.<br />

Devignett<strong>in</strong>g: Enables devignett<strong>in</strong>g.<br />

Devignett<strong>in</strong>g value: Vignett<strong>in</strong>g is an artifact which darkens the image through the edges due to<br />

camera optics. Now you can partially or completely remove it by dragg<strong>in</strong>g the slider from 1000 to 0.<br />

Vignett<strong>in</strong>g is activated by default.<br />

<strong>Maxwell</strong> Materials<br />

Support <strong>for</strong> <strong>Maya</strong> native materials<br />

• Automatic translation of <strong>Maya</strong> native shaders:<br />

o Lambert<br />

o Phong<br />

o PhongE<br />

o Bl<strong>in</strong>n<br />

How native <strong>Maya</strong> materials are translated to <strong>Maxwell</strong> <strong>Render</strong>?<br />

Lambert One Layer<br />

Note: m.r. means <strong>Maxwell</strong> rollup Lambertian Layer<br />

<strong>Maya</strong> parameters <strong>Maxwell</strong> <strong>Render</strong><br />

parameters<br />

Sett<strong>in</strong>gs<br />

roughness % roughness 100<br />

color reflectance 0<br />

fresnel/m.r. reflectance 90 white by default<br />

transparency transmittance<br />

absorption distance /m.r. absorption distance 100 cm by default<br />

<strong>in</strong>dex of refraction Nd 1 by default<br />

abbe number/m.r. abbe number<br />

dispersion/m.r. dispersion<br />

bump texture bump texture<br />

Bl<strong>in</strong>n (as metal <strong>in</strong> <strong>Maxwell</strong>) Two Layers<br />

Note: m.r. means <strong>Maxwell</strong> rollup Sh<strong>in</strong>y Layer Diffuse Layer<br />

<strong>Maya</strong> parameters <strong>Maxwell</strong> <strong>Render</strong><br />

<strong>Maxwell</strong> <strong>Render</strong><br />

parameters<br />

parameters<br />

absorption distance /m.r. absorption absorption<br />

dispersion/m.r. dispersion dispersion<br />

abbe number/m.r. abbe number abbe number<br />

reflectivity layer weight<br />

Sett<strong>in</strong>gs<br />

<strong>Maxwell</strong> <strong>Render</strong> <strong>for</strong> <strong>Maya</strong>: <strong>Plug</strong>-<strong>in</strong> <strong>Help</strong> 24/<strong>34</strong><br />

<strong>doc</strong> <strong>v.1.1</strong>

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