Arrow Group Industries LM86 Bedienungsanleitung Seite 68

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© Next Limit Technologies 2010
Maxwell Render 2.5 User Manual
Chapter 10. Maxwell Materials | 68
use a black and white checker map as a roughness texture, and you set the roughness
to 30, then the white parts of the texture will result in 30 roughness while the black parts
will represent 0 roughness. If you now change the roughness to 70, the white parts of
the texture will result in 70 roughness and the black areas will still represent 0 roughness.
It is important to understand how roughness controls the falloff between the 0° and 90°
colors, i.e. which of these colors will be most visible. When roughness is low and ND is set
to a higher value (Nd 5 or higher), the 90° color will be more visible. As the roughness
increases, the 90° color will gradually lose its inuence and only the color will be visible.
This will happen even with higher Nd values.
Anisotropy
This parameter controls how directional the surface reections should be. Anisotropic
reections occur on a surface with micro grooves or details that run in one dominant
direction. Like an old music LP with grooves that run in an organized circular pattern.
These types of surfaces reect light back in a specular way in the direction of the grooves,
and in a more diffuse way in the direction perpendicular to the grooves. Many common
materials that have been polished show anisotropic reections instead of the usual isotropic
reections (that blur equally in all directions when increasing roughness).
You can specify the anisotropy strength (0 for isotropic surfaces – 100 for full anisotropy).
You can also set a grayscale texture to control the anisotropy strength. Brighter values in
the texture specify higher anisotropy. When using a texture, the numeric control has no
inuence.
Angle
Specify the anisotropy angle; the main direction of the reected light. You can also set a
grayscale texture to control the anisotropy angle. Brighter values in the texture specify a
larger angle. When using a texture, the numeric control has no inuence.
An interesting way to use an angle map is to create the type of anisotropic reections
seen on surfaces that have grooves running in a circular pattern. The map should have a
circular gradient that gradually increases in brightness.
F.01 Circular angle map
When applied to the top of a cylinder for example, you will get the typical anisotropic
reections of a surface that has been polished with a spinning polisher:
F.02 Image of a render with the circular angle map applied.
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