Surface Type Multipliers:
When fine tuning the lighting in a scene, frequently the
director will ask for tweaks like bringing down the spec hit from a
You can't reduce the multiplier on the light on the left, because that
will also reduce the diffuse brightness. You also can't reduce the
specularity of the material, because doing that will also darken the
highlight on the right side of your objects. Currently the only way to
solve this is to make a copy of your left light, fiddle with exclusion
lists and make one light diffuse only and one spec only using the
Affect Surfaces Checkboxes in the light.
This becomes cumbersome when you have a lot of lights, and now a simple
change to a light becomes a change to multiple lights. And adding scene
objects could potentially break your inclusion / exclusion lists.
I would like separate multipliers in each light for diffuse, spec and
SSS (SSS would affect the amount of SSS that a light produces in
mentalray's 4 SSS materials)
This would let you fine tune how a specific light is affecting the
various material properties in your scene in a very fast and intuitive
Here's a potential UI mockup...
And here's the results you can now achieve with a single light...
If you agree with this wish, please go and VOTE
for it on the official Autodesk Wishlist. The top voted wishes will be
considered for future versions of max.
This site is ©2009 by Neil
Blevins, All rights are reserved.
Back to NeilBlevins.com