material Element Reference
Abstract representation of a surface Material, defined without respect to the underlying surface. More...
Attributes | |
| string | bumpMap |
| Specifies a path to an image to be applied as a bump map for this material. | |
| ureal_t | bumpIntensity |
| Scaling factor for the intensity of the bump map effect. | |
| medium | medium |
| Internal medium of shapes to which this material is applied. | |
| filter | filter |
| Filter to use for filtering texture map lookups. | |
| ureal_t | repeatU |
| Number of times to repeat texture coordinates across this Material in the horizontal direction, u. | |
| ureal_t | repeatV |
| Number of times to repeat texture coordinates across this Material in the vertical direction, v. | |
| bsdf | bsdf |
| Constant reflectivity model of this material, whose model-specific inputs are allowed to vary across the surface of this material. | |
| emitter | emitter |
| Constant emittance model / distribution for this material, whose model-specific inputs are allowed to vary across the surface of this material. | |
Detailed Description
Abstract representation of a surface Material, defined without respect to the underlying surface.There is a loose coupling between Shapes and Materials from the point-of-view of a Material, but all Shapes know about their surface Material. Materials subclass PropertyMap, and it is through this interface that Material properties may be set (ex: diffuse color, texture/bump/color map(s), index of refraction of interior volume, etc.).
Reflectivity, emittance, and sensor response (BSDFs, Emitters, and Sensors respectively) are three properties of a material that are defined at a single point on a surface. A Material encapsulates BSDF, Emitter, and Sensor properties defined over its surface, where specific instances of BSDF, Emitter, and Sensor are allowed to have their inputs vary with respect to position along the surface. In this respect, Materials represent a mapping from surface position to associated BSDF, Emitter, and Sensor functions, where the underlying functions themselves remain constant along the surface, and only the inputs vary among the different instances / surface points. For example, a Material may have a DiffuseBSDF over its entire surface, but a specific DiffuseBSDF instance obtained by getBSDF or implicitly in initSurfacePoint (which fills in the SurfacePoint's BSDF), is allowed to have its kd parameter (diffuse albedo) vary with respect to the given surface point via lookup in an associated kd texture map defined over the UV coordinates of the surface.
- Note:
- material corresponds to the underlying Milton class 'Material.'
Example usage:
Attribute Documentation
| string material::bumpMap |
Specifies a path to an image to be applied as a bump map for this material.
| type | string |
| optional | true |
| default | no bump map |
| ureal_t material::bumpIntensity |
Scaling factor for the intensity of the bump map effect.
| type | positive real scalar |
| optional | true |
| default | 5 |
| ureal_t material::repeatU |
Number of times to repeat texture coordinates across this Material in the horizontal direction, u.
| type | positive real scalar |
| optional | true |
| default | 1 |
| ureal_t material::repeatV |
Number of times to repeat texture coordinates across this Material in the vertical direction, v.
| type | positive real scalar |
| optional | true |
| default | 1 |
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