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| Shader | Reflectance
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| Synopsis |
Physically accurate glass-like simulation using ray tracing, supporting reflection.
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| Location | lishclas | |||||||||||||||||||||||||||||||
| Description |
A reflectance model that supports an accurate simulation of
dielectric (glass-like) materials that have both reflective
and transmissive properties.
Secondary mirrored and transmitted views are incorporated
by the use of ray tracing.
Fresnel filtering is incorporated for the specular reflection,
the mirrored view and the transmitted view, 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 from
the mirror and transmission directions, corresponding to arguments
"ambient factor", "diffuse factor",
"specular factor", "mirror factor" and
"transmission factor" respectively.
The sharpness of the specular reflection 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 dielectric's index of refraction for all wavelengths of light
is given by the argument "refraction".
The default value for the refractive index
corresponds to that for glass.
The appropriate value for other dielectrics can be obtained from
published data in handbooks of optical constants.
This model is approprate for simulating glass surface finishes.
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