Envmap ground filter shader¶
This advanced filter shader computes the diffuse albedo of a horizontal lambertian surface, so that it has the same radiance as a ground point in the environment map. It assumes that envmap pixels below the horizon correspond to an horizontal, flat and diffuse ground.
This filter shader is very useful for rendering shadows cast over an envmap ground.
It will work great if corresponding environment area:
Is flat and horizontal
Is made of a diffuse material
Has the same lighting than the environment viewpoint itself
Conversely, it will not work well if :
It contains non-flat objects
It is glossy or reflective
It has cast shadows, local lights, etc…
Note
This interface law was renamed from “envgroundmatte” to “envmapground” after Ocean 2015 beta3
Children Nodes¶
The maximum spectral values returned by the shader |
Parameters¶
none
Ocean XML 3.0 example¶
<filtershader type="envmapground" name="diffuse">
<spectrum type="uniform" name="albedomax" value="0.9"/>
</filtershader>