shader: "dielectric"

"dielectric"

ShaderReflectance

"dielectric"( "ambient factor" LtFloat 0.0
"diffuse factor" LtFloat 0.0
"specular factor" LtFloat 0.9
"transmission factor" LtFloat 0.9
"mirror factor" LtFloat 0.9
"roughness" LtFloat 0.1
"refraction" LtFloat 1.59144
)
Synopsis Physically accurate glass-like simulation using ray tracing, supporting reflection.
Locationlishclas
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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