Shader: "eye light plastic"

"eye light plastic"

ClassReflectance
Synopsis Glossy plastic-like reflectance with a fixed eye-light.
Arguments

"ambient factor" Type: LtFloat
Default:1.0
Range:[ 0, inf ]
Hint:[ 0, 1 ]
"diffuse factor" Type: LtFloat
Default:0.75
Range:[ 0, inf ]
Hint:[ 0, 1 ]
"specular factor" Type: LtFloat
Default:0.25
Range:[ 0, inf ]
Hint:[ 0, 1 ]
"roughness" Type: LtFloat
Default:0.01
Range:[ 0.0001, inf ]
Hint:[ 0.001, 1 ]
"specular colour" Type: LtColour
Default:( 1.0, 1.0, 1.0 )
Range: [ 0.0, inf ], [ 0.0, inf ], [ 0.0, inf ]
Hint: [ 0.0, 1.0 ], [ 0.0, 1.0 ], [ 0.0, 1.0 ]
"intensity" Type: LtFloat
Default:1.0
Range:[0.0, inf]
Hint:-
"colour" Type: LtColour
Default:( 1.0, 1.0, 1.0 )
Range: [ 0.0, inf ], [ 0.0, inf ], [ 0.0, inf ]
Hint: [ 0.0, 1.0 ], [ 0.0, 1.0 ], [ 0.0, 1.0 ]
Locationlishslte
Description

A reflectance model providing a specular effect which is similar to the Phong model.

Reflectance coefficients are provided which allow specification of the amount of ambient, diffuse and specular light reflected, corresponding to arguments "ambient factor", "diffuse factor" and "specular 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 colour of the specular highlights is filtered by the colour argument "specular colour".

The shader ignores the current light list and instead operates as though there is a single eye light; the intensity and colour of this light are controlled by the "intensity" and "colour" arguments.

This model is suitable for shiny or highly polished materials such as plastic or varnished surfaces. This shader may by useful to make some objects visible when the camera is near even if there are no bright lights nearby.

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