Four object types are editable in the Ocean graphical user interface. They can be selected and created in the object list toolbox
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.
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
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.
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.
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.
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.
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.
An emitter describes the light emission properties of a surface.
An angular distribution function, used by emitters
An image allows loading an image file for use as a texture, an environment mapping, a 2D function, etc...
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
A roughness node describes a 2D surface slope distribution
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.
Angle variable spectrum
As the name suggests, an Angle variable spectrum is a spectrum as a function of an angle, between 0° and 90°
A postprocessing filter performs a post treatment step on the buffer image.
Postprocessing defines a list of image filters, that will change the raw simulation image buffer into the final result image.
A sensor provide a list of named sensitivity spectra, which will convert spectral simulation result to integrated channel values.