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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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The Subsurface editor panel provides access to the values which def<strong>in</strong>e the behaviour of a <strong>Maxwell</strong><br />

Subsurface layer. Each BSDF layer can have specific SSS properties.<br />

Coefficient: When this is set to 0 it has no affect. The value sets the virtual thickness of your<br />

surface <strong>in</strong> mm. This parameter acts as a multiplier <strong>for</strong> the <strong>in</strong>verse color set <strong>in</strong> the transmittance<br />

parameter. The <strong>in</strong>verse color of the transmittance parameter will be absorbed faster.<br />

Scatter<strong>in</strong>g Color: Scatter<strong>in</strong>g color is the reflectance of <strong>in</strong>ner particles caus<strong>in</strong>g subsurface<br />

scatter<strong>in</strong>g. This means that the <strong>in</strong>com<strong>in</strong>g light will be reflected/ scattered <strong>in</strong> this color. This value can<br />

be mapped.<br />

Asymmetry: Asymmetry def<strong>in</strong>es the isotropy of scatter<strong>in</strong>g. Asym=0 (default) means that light rays<br />

will be scattered equally <strong>in</strong> all directions. A negative value will let the light rays go through while a<br />

positive value will send the rays back. Besides the volumetric subsurface scatter<strong>in</strong>g expla<strong>in</strong>ed above,<br />

<strong>Maxwell</strong> <strong>Render</strong> also has a S<strong>in</strong>gle-Sided mode which helps you simulate th<strong>in</strong> translucent materials<br />

like paper, leaves, and lampshades. The rema<strong>in</strong><strong>in</strong>g parameters <strong>in</strong> this drop-down only control S<strong>in</strong>gle-<br />

Sided scatter<strong>in</strong>g.<br />

Use Thickness: Switch on to set user thickness values or texture maps.<br />

Thickness (mm): Set a value or texture map chosen by the user.<br />

Thickness Range: These values def<strong>in</strong>e the m<strong>in</strong>imum and maximum virtual thickness and are<br />

only available when a thickness map is used.<br />

Surfaces properties<br />

Roughness Value: Controls the diffuseness of the material (0 is a perfect mirror)<br />

Roughness Texture: Roughness allows you to add t<strong>in</strong>y imperfections and m<strong>in</strong>iscule details on a<br />

surface to make it reflect light <strong>in</strong> a more diffuse way.<br />

Anisotropy: This parameter controls how directional the surface reflections should be.<br />

Angle: Specifies the anisotropy angle; the ma<strong>in</strong> direction of the reflected light.<br />

<strong>Maxwell</strong> <strong>Render</strong> <strong>for</strong> <strong>Maya</strong>: <strong>Plug</strong>-<strong>in</strong> <strong>Help</strong> 35/<strong>34</strong><br />

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

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