All posts relating to Maxwell Render 1.x
User avatar
By Mihai
#35777
Yeah that's strange, normally if you raise the specular value, it should automatically decrease the normal "color" value you have set, so the two don't exceed 1. I'm doing some tests also and as I increase the color value the specular becomes more and more "inverted".
User avatar
By Intuition
#35778
Nice catch Adam, didn't notice it myself but I believe you are right.

I was playing with the spec and checking reflecting colors does produce some strange color effects.

In Lightwave they have a setting for colorizing the reflections but no matter the setting even te %0 still morrows the tint from the objects base color.

Nice find. With this kind of testing MW should be bug free in no time. :wink:

I hope. :shock:
By smeggy
#35786
That's true, nice catch tonfarben. :)
User avatar
By Thomas An.
#35855
I agree.
The user should not have to worry about algebra such as RGB/7.65 and all that... it should be all automated behind the scenes.
User avatar
By tom
#35902
Well,
As also referred in the manual, it works this way for now and
it'll be easier to use it with maxwell's material editor in the future.
The value 7.65 comes from 255*3/100 which approximates the brightness.
This means,
If your diffuse color is pure white (255,255,255) then your specular should be pure black.
Since no object reflects light back more than it receives....
Until maxwell material editor, you have to take care of this. :D Sorry...
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