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Please take a look at the → “Maxwell View and Render” chapters for more information about our built-in render engine.
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- “From Node”. Maxwell will take the colour from the “Node” panel's → “Color” parameter.
- “From File” lets you load an external MXM material file.
- Choose one of the predefined and ready-to-use materials.
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Material File
This field is only available when “Material” is set to “From File”. With a click into the empty field you can load any valid MXM file.
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Material shininess
This parameter is only available with “Material” set to “From Node”. Increasing this parameter creates stronger specular reflections and highlights. with very high settings you will get a mirror-like look and the original colour vanishes. Accepted values range from 0 to 100.
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Material roughness
This parameter is only available with “Material” set to “From Node”. Higher settings will blur the specular highlights. Please avoid exaggerated settings. Accepted values range from 0 to 100.
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Particle attributes like velocity can be rendered with the mesh (the → "vorticity" channel with → Hybrido and → Dyverso domains the vorticity channel has to be enabled before the simulation starts):
- Choose an appropriate channel from the drop-down menu.
- Adjust the channel's colours with the "Mesh range color" → gradient.
- Start the render, e.g. with → "Maxwell Interactive" ("FIRE" button in the "Render" shelf).
- Here you will find a complete workflow description: → "Quick Start Workflows - How to Render Channel DataChannel Rendering".
Mesh Range color
These colours will be mapped to the channel's data in order to render differences in velocity, vorticity, etc. (see "UV channel"):
- It is possible to customize the gradient, add additional colours, shift the colours' weights and distribution, and work with RGBA or HSV values: click on “+” for more options.
- Please also take a look at → “Quick Start Workflows - Colour Gradients” to learn how to work with this tool.
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When active the node's normals will be recalculated by Maxwell Render. With "@ Threshold angle", the mesh can be smoothed in the render.
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Threshold angle
With higher settings, the node appears smoother, with smaller setting a faceting effect appears. The final quality depends on the node's number of polygons.