Phong material
From Eclat-Digital Ocean 2014 Documentation
Description
This material type follows the Blinn-Phong reflection model.
It corresponds to densely diffuse materials, with a surface smooth enough to allow specular reflection, such as smooth paints, laquered or varnished surfaces.
This is a more refined model than Lambertian material for describing diffuse surfaces. As opposed to Oren-Nayar material, the Blinn-Phong model was derived more empirically than by using a real physical model, and describes more a shading algorithm for real-time graphic than a BRDF. The actual equations used in Ocean were adapted to fit a physical approach.
Children nodes
diffuse
- Filter shader : The spectral diffuse reflectance, or albedo, of the material
specular
- Filter shader : The spectral reflectance of the specular component of the material. This is modulated by the fresnel coefficient, which depends on refractive index parameter. The default value is 1
exponent
- Scalar shader : The material flatness, between 0 (very rough) and infinity (very smooth)
bulk
- Medium : The bulk medium filling the geometry volume on the back side
bump
- Normal shader : Normal shading modifier
emitter
- Emitter : The Surface light emission properties
Parameters
- ior
- real
- The refractive index, which controls the surface reflectivity. Must be 1 (no specular reflection) or greater
Ocean XML 2.0 example
<?xml version="1.0" encoding="UTF-8"?> <oceanroot version="2.0"> <material name="ceramic" type="phong"> <prm ior="1.5"/> <filtershader name="diffuse" type="uniform"> <spectrum name="spectrum" type="tabulated" start="380E-9" end="780E-9" num="8"> 0.2 0.25 0.3 0.35 0.5 0.6 0.7 0.7 </spectrum> </filtershader> <filtershader name="specular" type="uniform"> <spectrum name="spectrum" type="rgb" rgb="1.0 1.0 1.0"/> </filtershader> <scalarshader name="exponent" type="uniform" value="3500"/> </material> </oceanroot>