Node types

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Four object types are editable in the Ocean graphical user interface. They can be selected and created in the object list toolbox


Material

material-2014.png

Materials control the optical properties of geometry surfaces, such as reflectance, glossiness, roughness, transparency or light emittance.

When exporting the scene from a CAD software, each surface is given a material name. Some basic materials (generally diffuse) with the matching names are created in the process. After loading the scene in Ocean, you can edit these materials, to give them more realistic properties. You can also link them to existing materials, or import previously exported Ocean materials.

Material type reference


Medium

medium-2014.png

Media control the optical properties of volumes, such as refractive index and light extinction.

To fill a closed geometry volume with a medium, the geometry must be assigned a material, and this material must define that the surface marks the entrance to a different medium. Please read modelling volumes for more details

Medium reference


Instrument

instrument-2014.png

Instruments are the "probes" in your scene. They gather light and generate the result images. No simulation can be run without an instrument.

You may define multiple instruments, for instance several cameras. The active instrument for the simulation may be chosen in the render settings.

Instrument type reference

Environment

environment-2014.png

Environments are light sources located at infinity. They describe light coming from outside your scene, such as daylight. The other type of light source in Ocean is a geometry object whose material has light emission properties.

You may define multiple environments, for instance several weather conditions for daylight. The active environment for the simulation may be chosen in the render settings.

Environment type reference


Filter shader

filtershader-2014.png

A filter shader returns a spectrum as a function of shading parameters (UV coordinates, world-space position and normal, etc...). For instance, it may describe the spectral color of a diffuse material, and this color may vary across the object's surface.

Filter shader type reference


Scalar shader

scalarshader-2014.png

A scalar shader returns a real number (scalar) as a function of shading parameters (UV coordinates, world-space position and normal, etc...). For instance, it may describe the thickness of a coating, a which may vary across the object's surface.

Scalar shader type reference


Normal shader

normalshader-2014.png

A normal shader alters the surface normal of a geometry, as a function of the original normal and shading parameters (UV coordinates, world-space position, etc...). For instance, it may be used to model small distortions over a glazing, without the need to distort the geometry.

Normal shader type reference


Emitter

emitter-2014.png

An emitter describes the light emission properties of a surface.

Emitter type reference


Distribution

distribution-2014.png

An angular distribution function, used by emitters

Distribution type reference


Image

image-2014.png

An image allows loading an image file for use as a texture, an environment mapping, a 2D function, etc...

Image reference


Spectrum

spectrum-2014.png

A spectrum, as it name suggests, describes a value as a function of light wavelength.

It may be dimensionless, such as a reflection coefficient, or have a unit, such as spectral radiance in W.m-2.sr-1

Spectrum type reference


Roughness

roughness-2014.png

A roughness node describes a 2D surface slope distribution

Roughness type reference


Interface law

intlaw-2014.png

An interface law models the polarized reflection and transmission coefficients of a surface, as a function of the incident vector. The most known one is given by Fresnel equations, corresponding to a raw interface between two refractive indices. Reflection and transmission may differ from Fresnel equations if the surface is not a simple refractive index jump, for instance when a thin film is inserted.

Interface law type reference


Angle variable spectrum

node-2014.png

As the name suggests, an Angle variable spectrum is a spectrum as a function of an angle, between 0° and 90°

Angle variable spectrum reference


Filter

filter-2014.png

A postprocessing filter performs a post treatment step on the buffer image.

Filter type reference


Postprocessing

postprocessing-2014.png

Postprocessing defines a list of image filters, that will change the raw simulation image buffer into the final result image.

Postprocessing reference


Sensor

sensor-2014.png

A sensor provide a list of named sensitivity spectra, which will convert spectral simulation result to integrated channel values.

Sensor reference


See also

Ocean Manual Contents