- Fri Jan 18, 2013 2:27 pm
#364350
It may sound straightforward, if you're used to a biased renderer which splits up "light" into spec, diffuse and does so also for the material system. In Maxwell, just as in the real world, all light is really light that's reflected from a surface. The way it's reflected, in a diffuse or specular way is what gives you your reflections in the sense you are used to with other renderers. It's not so easy when you realize - when should one distinguish a specular reflection from a diffuse one? You usually don't have only lambert or roughness 0 materials. How much should a roughness 25 material contribute to the reflection channel? Currently we try to do a graduated change but the fact remains this can't be done in a single pass, or it can on the surface, but internally it's like running two simultaneous renders.
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