Specular material

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Example of a specular soda-lime glass material


This model corresponds to perfectly smooth reflective and refractive materials. A ray of light with a given wavelength will exit the surface with only two possible directions : mirror reflection and refraction. No scattering occurs, in other terms, this is a pure dirac BRDF

Specular materials are often used with a bulk medium : this means they do not describe only surface properties, but also what happens to light within their volume. The medium associated to the material governs refraction, and volumetric light extinction.

Reflection and transmission coefficients are governed by the defined interface law. This can range from simple fresnel law (assuming the material is a simple diopter between bulk and external medium) to complex optical surfaces.

Children nodes

intlaw-2014.png intlaw
Interface law : Optical law governing reflection and transmission coefficients
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


Settings this to false forces light transmission to zero

Ocean XML 2.0 example

<?xml version="1.0" encoding="UTF-8"?>
<oceanroot version="2.0">
<material name="glass" type="specular">
	<medium name="bulk" precedence="10" type="simple">
		<spectrum name="n" type="cauchy" b="1.5235" c="0.00424672"/>
		<spectrum name="a" type="tabulated" start="380E-9" end="780E-9" num="41">
			13.93	8.53	5.21	5.44	6.05	5.72	5.76	5.43	5.10
			4.02	2.77	3.32	3.92	3.78	3.97	3.27	2.90	3.31
			3.87	3.91	4.84	5.63	6.01	6.80	7.75	8.51	9.13
			10.28	10.85	11.67	12.65	14.02	14.81	16.04	17.04	18.25
			19.06	19.92	21.14	21.97	23.21			
	<prm transparent="true"/>
	<intlaw name="intlaw" type="fresnel"/>

See also

Material types