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| Shader | Reflectance
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| Synopsis |
Physically accurate metallic simulation using ray tracing, supporting reflection.
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| Location | lishclas | |||||||||||||||||||||||||||||||||||||||||||||||
| 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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