shader: "conductor"

"conductor"

ShaderReflectance

"conductor"( "ambient factor" LtFloat 0.1
"diffuse factor" LtFloat 0.1
"specular factor" LtFloat 0.8
"mirror factor" LtFloat 0.8
"roughness" LtFloat 0.1
"refraction red" LtFloat 0.13764
"refraction green" LtFloat 0.128079
"refraction blue" LtFloat 0.156556
"absorption red" LtFloat 3.75633
"absorption green" LtFloat 4.37743
"absorption blue" LtFloat 2.3437
)
Synopsis Physically accurate metallic simulation using ray tracing, supporting reflection.
Locationlishclas
Description A reflectance model that supports secondary mirrored views through ray tracing. Fresnel filtering is incorporated for accurate modelling of light interaction on the surfaces of objects. Reflectance coefficients are provided which allow specification of the amount of ambient, diffuse and specular light components, and the contribution made by light reflected in the mirror direction, corresponding to arguments "ambient factor", "diffuse factor", "specular factor" and "mirror factor" respectively. The sharpness of specularly reflected highlights can be controlled by means of argument "roughness". The reflection is made sharper with small values for the roughness, such as 0.1. Larger values, such as 1.0, decrease the specular fall-off. The conductor's indices of refraction for red, green and blue light are given by the arguments "refraction red", "refraction green" and "refraction blue" respectively. Similarly, the absorption coefficients for red, green and blue light are given by "absorption red", "absorption green" and "absorption blue" respectively. This model is approprate for simulating metallic surface finishes accurately.

The default values for the refraction and absorption coefficients correspond to those for silver. The appropriate values for other conductors can be obtained from published data in handbooks of optical constants---a sample of the properties of some common metallic looking materials is given in the Appendix of the `LightWorks Shader Writer's Guide'.

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