1.24.3.2 Physically Plausible Material Shaders
A pair of material shaders that emphasize physical accuracy are dgs material and dgs material - photon. They simulate three types of reflection: diffuse (Lambert?s cosine law), glossy (isotropic or anisotropic), specular (mirror), aswell as the corresponding types of refraction and translucency, and any combination of these.
Therefore, they can simulate mirrors, glossy paint or plastic, anisotropic glossy materials such as brushed metal, diffuse materials such as paper, translucent materials such as frosted glass, and any combination of these. Each material declaration using dgs material has to have a photon "dgs material photon" () statement. These two shaders should be used together for physical accuracy.
An example is:
material "mirror" opaque # ideal mirror material
"dgs_material" (
"specular" 1.0 1.0 1.0,
"lights" ["arealight-i"]
)
shadow "dgs_material" ()
photon "dgs_material_photon" ()
end material
"dgs_material" (
"specular" 1.0 1.0 1.0,
"lights" ["arealight-i"]
)
shadow "dgs_material" ()
photon "dgs_material_photon" ()
end material
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