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The Material Editor (and the whole material system) is one of the most important elements of Maxwell Render™. It provides a powerful set of parameters for advanced editing of a Maxwell material.

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Aside from the menu bar, the material editor can be split in five main areas:

1. Layer Tree

We can highlight three important parts: the Global Properties item, which is the root of the layer tree; then we have the different components we can create in the layer tree and at the bottom we have a small toolbar with buttons to help in the creation of the components.

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Icon

Function

It creates a new layer on top of the existing ones. It will already include one BSDF, which is always required to exist.

It creates a new BSDF component at the top of the selected layer. If you have a BSDF selected, the new one will be created on top of the selected one. If Global Properties or the Displacement components is selected, the new BSDF will be created at the top position of the top layer.

It creates a new Emitter component. There can only be one per layer, so it will be disabled if there’s already one in that layer. If you want to create it in a particular layer, just select any of the components of that layer and click the button.

It creates a new Displacement component. There can only be one in the material, so the icon will be disabled if there’s already one in the material.

It creates a Coating component hanging from the selected BSDF. You cannot add a coating to any other component, so it will be disabled if anything apart a BSDF is selected or if the BSDF already has a coating.

It deletes the selected component after a confirmation. You can remove any individual component alone, but, watch out! if you select a layer and use this button, all the components hanging from it will be deleted too. The same happens if you delete a BSDF that has a coating hanging from it.

This button creates a shiny layer on top of the rest of the existing layers. It’s an easy way of quickly giving your materials a shiny touch. It’s a very common layer that can be used to quickly create plastics, ceramics, stones, varnished wood,… Of course, you can (you should) tune it up to get the exact finish you are looking for, but it’s a good starting point. It creates a layer with these features: additive layer at 25% of opacity, grey color (80, 80, 80) in Reflectance 0º, white in Reflectance 90º, no transmittance at all, Nd= 6 and roughness= 10%

This button adds what we call a “ghost” BSDF. It’s a very particular condition of the BSDF that emulates the air. The light rays go through it as if there was no material at all. It can be very useful to create emitter that get invisible when the light is turned off, mixed with other BSDFs in the same layer has the effect of vanishing the material (effectively reducing its opacity, but without refraction). In general terms, it will be added to the selected layer or on the top layer of the material if Global Properties or the Displacement component is selected; if nothing is selected, a new layer will be added on top in normal mode which is very useful to cut holes in the whole material easily.

2. Material Preview

This window allows you to get a quick preview of the material while you are editing it. When you are changing material parameters, double-click in the preview sample image to refresh the preview with the new parameters, or click on the Refresh Preview button (green double-arrow icon). During the preview, the green icon will be replaced by a red square icon, to indicate that it is calculating your preview. 

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Tip
  • Try to make your preview scenes as efficient as possible to get fast previews - for example a simple object and one emitter is usually enough.

  • Use approximately the same scale for your objects in the preview scenes compared to the scale of the objects you plan to use this material on to get a better idea of how it will look on those objects.

  • Create different scenes for different purposes - if you want to see better what a transparent material will look like for example, place something behind it to see how much it refracts the light.



3. BSDF Properties

Contains the parameters to control the main physical behavior for each material component.

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The BSDF properties of a material

4. Surface Properties

Parameters to control the surface properties of a material (mainly the physical roughness or smoothness of the surface itself).

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The Surface properties of a material

5. Subsurface Properties

Parameters to control the internal behavior in case of a translucent material, commonly referred to as Sub-Surface Scattering (SSS). 

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 The Subsurface properties of a material

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