Shader: "wrapped anisotropic"

"wrapped anisotropic"

ClassReflectance
Synopsis Approximation of surface with parallel scratches or ridges, such as brushed metal. Such surfaces reflect light differently in different directions (the technical term for this is 'anisotropic reflection').
Arguments

"ambient factor" Type: LtFloat
Default:0.1
Range:[ 0, inf ]
Hint:[ 0, 1 ]
"diffuse factor" Type: LtFloat
Default:0.5
Range:[ 0, inf ]
Hint:[ 0, 1 ]
"specular factor" Type: LtFloat
Default:0.5
Range:[ 0, inf ]
Hint:[ 0, 1 ]
"specular colour" Type: LtColour
Default:(1.0, 1.0, 1.0)
Range: [ 0, inf ], [ 0, inf ], [ 0, inf ]
Hint: [ 0, 1 ], [ 0, 1 ], [ 0, 1 ]
"roughness" Type: LtFloat
Default:0.1
Range:[ 0.0001, inf ]
Hint:[ 0.001, 1 ]
"cylinder distance" Type: LtFloat
Default:1.0
Range:[ 0, 4 ]
Hint:-
"floor height" Type: LtFloat
Default:0.0
Range:[ 0, 1 ]
Hint:-
"scratches" Type: LtFloat
Default:0.3
Range:[ 0, 1 ]
Hint:-
"scratches thickness" Type: LtFloat
Default:0.006
Range:[LI_SMALL_06, inf]
Hint:[LI_SMALL_06, 0.05]
"scratches variation" Type: LtFloat
Default:0.15
Range:[ 0, 1 ]
Hint:-
"scratches variation scale" Type: LtFloat
Default:0.2
Range:[LI_SMALL_06, inf]
Hint:[0.05, inf]
Locationlishpro
Description Anisotropic reflectance shader which simulates the directional reflectance properties of surfaces covered in parallel scratches or grooves. Useful for simulating polished metal or grooved surfaces. Surface scratches are approximated by thin cylinders.

The degree of anisotropy of the surface can be controlled by varying the distance between the cylinders using the "cylinder distance" parameter. A distance of 0.0 gives isotropic (normal) reflection, and distance of 2.0 gives maximum anisotropy. A distance of greater than 2.0 gives a flat floor between cylinders which reflects light isotropically. The height of the floor across the cylinders may also be specified with the "floor height" parameter. A value of 0.0 gives no floor, a value of 1.0 gives a completely flat, isotropic surface.

The surface direction is determined from the axes of the texture space assigned to the primitive. Cylinders are aligned at 90 degrees to the s-axis of the texture co-ordinate system (i.e., aligned with the t-axis for a right angled texture co-ordinate system). It is important to assign the correct texture co-ordinates to acheive the desired effect. The effect of default texture co-ordinates is undefined.

The primitive must also be constructed entirely of triangles. Use LiPrimitiveTriangulate if this is not the case (note that high level surfaces are automatically triangulated by the facetter for rendering purposes, so this step is only necesary if you have defined your geometry to LightWorks polygonally).

The "scratches" argument specifies whether circles representing scratches on a surface should appear. 0.0 means that there are no scratches while 1.0 means that the scratches are clearly visible. The "scratches thickness" argument controls thickness of scratches. The smaller value is set the thinner scratches are created. "scratches variation" controls whether scratches are uniform (0.0) or there is colour variation along lines (1.0 gives the strongest variation). "scratches variation scale" specifies how rapid colour variation is. Small values create a grain looking pattern. High values give a smooth transition between colours.

Reflectance co-efficients are provided as arguments which allow specification of the amount of ambient light ( "ambient factor"), diffuse light ( "diffuse factor") and specular light ( "specular factor") components as for the plastic shader. The sharpness of the specular highlights can be controlled using the "roughness" parameter and the colour may be controlled using the "specular colour" parameter.

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