The With the Maxwell Ref Material shader operator stands for the layered material system used by Maxwell Render. Maxwell Render’s materials are made up of different “components” such as BSDF (Bidirectional Scattering Distribution Function) and Coating, Emitter or Displacement. These components are organized into layers which are stacked one on top of the other. This special hierarchy is represented by tabs and multilist controls on the interface of the Maxwell Material node.
Material properties
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Layer properties
you can reference an MXM material from the disc. You can build up a material library and quickly re-use previously created materials on other projects. Ensures also that your materials have a consistent look between different scenes, since the same material reference will be used in all scenes. A referenced material can still be edited at any time from the plug-in using MXED.
Material properties
The interface of the reference material is pretty simple, you just have to define the MXM you want to use in the scene.
- MXM: path of the MXM file to reference in the scene.
- MXS Export: specifies how the referenced material is exported to the Maxwell scene.
- Reference: this is the default behavior. You can point to a MXM file on disk, and the material will be taken from that location at render time.
Embedded:the material will be embedded in the scene as a layered material. This is useful if you want to use the reference as a basis and want to modify the material in the scene uniquely later.
New: opens MXED with an empty material. After you finished editing and save the material in MXED it is added to this Maxwell Ref Material.
Edit: opens MXED to edit the referenced material.
Preview: opens MXED to calculate preview of the material by the current settings. The preview image is displayed in MPlay.