Carpaint material

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Example of a metallic blue car paint material
material-2014.png

Description

This material simulates an absorbing and diffusive dielectric layer loaded with shiny particles. It is mainly used for modelling advanced car paints. The particle texture is visible when rendering close-ups or high definition pictures.

Children nodes

filtershader-2014.png dye
Filter shader : Absorbance of the dielectric layer in m-1
filtershader-2014.png pigment
Filter shader : The spectral diffuse reflectance, or albedo, of the undercoat
filtershader-2014.png particle
Filter shader : The spectral reflectance of particles
scalarshader-2014.png diffusionthickness
Scalar shader : The typical diffusion length inside the layer. A smaller value corresponds to higher diffusion
scalarshader-2014.png particleroughness
Scalar shader : The particles roughness exponent, between 0 (very rough) and infinity (specular)
scalarshader-2014.png surfaceroughness
Scalar shader : The layer surface roughness, between 0 (very rough) and infinity (specular)
medium-2014.png bulk
Medium : The bulk medium filling the geometry volume on the back side
normalshader-2014.png bump
Normal shader : Normal shading modifier
emitter-2014.png emitter
Emitter : The Surface light emission properties

Parameters

ior
real
The refractive index, which controls the surface reflectivity and refraction within the layer. Must be 1 (no specular reflection) or greater
particlesize
real
The size of particles in m
particledisalignment
real
An exponent parameter governing the distribution of particle directions, between 0 (random orientations) and infinity(aligned with the surface)


Ocean XML 2.0 example

<oceanroot version="2.0">
<material type="carpaint" name="previewmaterial" ior="1.5" particlesize="0.0005" particledisalignment="0.5">
	<filtershader type="uniform" name="dye">
		<spectrum type="rgb" name="spectrum" red="1" green="0.8" blue="0" gamma="2.2"/>
	</filtershader>
	<filtershader type="uniform" name="pigment">
		<spectrum type="rgb" name="spectrum" red="0.3" green="0.5" blue="0.8" gamma="2.2"/>
	</filtershader>
	<filtershader type="uniform" name="particle">
		<spectrum type="rgb" name="spectrum" red="0.8" green="0.8" blue="0.9" gamma="2.2"/>
	</filtershader>
	<scalarshader type="uniform" name="diffusionthickness" value="0.4"/>
	<scalarshader type="uniform" name="particleroughness" value="0.1"/>
	<scalarshader type="uniform" name="surfaceroughness" value="0.01"/>
</material>
</oceanroot>

See also

Material types