Frances wrote:
So why can Maxwell not simulate a simple homogenous plastic of whatever shinyness with only reflectivity and roughness? When you get to the indepth discussion of layers, it would be helpful if you would explain in detail the relationship between the first bsdf and the second one and why a surface's roughness needs to be represented on a separate layer if the shine is simply a result of that roughness. It just seems like a quirky workaround to me until then.
Well I imagine it this way: You have a rough plastic material, the surface is rough enough that it looks almost like a lambert, no sign of specular reflections. Now you start polishing it's surface, you are aligning a very thin "layer" of this material so that it gives you specular reflections, but much light will still go through this first smooth part and bounce off the rest of the material, which is more porous, so
that light will be reflected back more diffusely.
In any case, I don't find this system overly complex, and we could ask the same question for any other renderer. Why do I need to set a separate diffuse color, and a specular reflection? Would such a material also look correct, because the more an object reflects back light as specular, the less it reflects back it's own color. Instead it reflects back the environment. This is taken care of in Maxwell. This material system is not complex, just different.
There's just too much panic, while completely ignoring that a LOT of materials you find in real life could not possibly be made with the old system.
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