Foams – Maxwell Render Materials


Click on the picture to expand your view of these materials.

This collection of foam materials are all subsurface scattering type of materials. They range from a specialty semi-transparent foam with shiny highlights to a standard extra white foam with highlights, out to a specialty dense foam whose high-density white color is its most dominant feature.

For the standard through the dense foams, the white color will stand out in almost any lighting scheme. If you were to use an alternative, typically a pure white opaque color material with medium shininess, you will experience shorter render times, but the degree of whiteness of the foam will be affected by your lighting. In lower light conditions, or at lower sunlight angles, the foam will appear considerably less white than the foams in this package. That is, these foams collect and scatter light.

For water's edge scenes, such as beaches, river edges or around rocky obstructions in a river or ocean body, you may want to use two different foams for a real-world look. In this case, you would use one of the “Transition Water To Foam” materials for the foam bodies furthest from the obstruction, or where a thin ocean surface laps against a beach. You would use the standard or a denser foam material for the areas closest to the obstruction, or for the thickest part of the foam area. In fountains, you might use the denser foam material for the foam spray in the air, but use the thin foam material for the water colliding with the basin.


The materials in this Foams – Maxwell Render Materials package are subsurface scattering type materials. These may require slightly longer rendering times than a plain, shiny opaque white. But, they will look much more realistic. The increase in render times for these materials typically is not exorbitant. It is about a 25 percent increase in rendering times on the machines tested.