All posts related to V2
By ishook
#331077
I have a plastic that is basically a semi-transparent colored plastic. It has a frosty looking refraction, and a glossy external sheen. The image is super noisy when I have my additive folder and BSDF on top of the core transparent material. Glossy plastics render fine by themselves, matte transparent materials render fine by themselves, but the glossy layer on top of the transparent is just an explosion of noise. Is this a known bug?

Right now I'm having to render two passes, and combining them in photoshop to get a clean image. (works pretty well, actually).

Tnx,
Ian
By ishook
#331091
Left image: Just a basic glossy material (wizard > plastic)
Middle Image: A matte transparent material. Transparency roughness is 15, but gloss is manually controlled by not using Force Fresnel
Right Image: The Matte transparent plastic with a glossy additive layer on top.
Image
User avatar
By Half Life
#331093
Try a coating on #3 instead of an additive layer (have the coating set for the same settings but thickness about 10000).

Also if you are going to use glass settings and not use Force Fesnel then you need to manually set the Reflectance 0 and 90 colors to be more realistic (which is what Force Fresnel does automatically).

Best,
Jason.
By ishook
#331097
I tried SSS but I feel I have less control of how it turns out. It's a little more elusive to me than working with roughness on a transparent item.

I must say though, that I tried the coating and it is working like a charm. It's effing perfect. So thank you!
User avatar
By JorisMX
#331284
Check the SSS Guide that Tom wrote for 2.0

Its a bit confusing at first to understand how these different components of materials add to get the desired result.
But its worth the research. Also I can always advise anyone to check the materials included with maxwell as well as the wizzard materials.

For this example I just used the Jade SSS material that ships with maxwell 2.
I changed the color a bit the rest you can see in the Screenshot

Image
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