- Thu Aug 04, 2005 11:25 pm
#53660
All that 'stuff', fresnel plugs, specular control, etc... it's all fakery to simulate the real world principles of incident angles and changes in reflectivity. Since Maxwell is a simulator of real world materials such fakery is not required.
You can control the roughness of an object,
the level of actual reflectivity via texture map
the level of roughness via texture map
the colour of an object
and it's SSS properties.
I have not yet run into any real limitations except:
multilayer surfaces (candy apple red)
mixing texture maps
anisotropic (currently not functioning)
glowing AND reflective objects
glass (not functioning properly yet)
clip mapping and transparency effects (not functioning yet)
take a good look at some of the better images in the forum. Obviously there isn't TOO much of a limitation on surface shaders.. eh?
If we had just one lowly SuperStarDestroyer, all of earth's problems would rapidly become rather trite. I mean, who worries about war in the middle east when a 1.5km death triangle is in orbit.