| Context(s) | shading |
bsdf phong(float exponent, ...)
bsdf phong(vector nml, float exponent, ...)
See writing a PBR shader for information on BSDFs.
vector phong(vector nml, vector V, float shinyness, ...)
‹V› represents the normalized vector from the surface to the eye (-normalize(I)). ‹shinyness› is the Phong exponent (typically around 20 or higher). ‹roughness› represents the surface roughness (typically 0 to 1).
Light inclusion/exclusion options ¶
"categories",
string
="*"
Specifies lights to include/exclude by their “category” tags.
This is the preferred include/exclude lights rather than pattern matching
light names with the "lightmask" keyword argument.
For example:
diff = diffuse(nml, "lightmask", "hero | fill");
See light categories for more information.
"lightmask",
string
="*"
When evaluating light and shadow shaders, objects have pre-defined light masks. This mask is usually specified in the geometry object and specifies a list of lights which are used to illuminate a surface or fog shader. It is possible to override the default light mask by specifying a “lightmask” argument.
For example:
diff = diffuse(nml, "lightmask", "light*,^light2");
…will cause all lights whose names begin with “light” except for a light named “light2” to be considered for diffuse illumination.
All Houdini scoping patterns, excepting group expansion, are supported:
-
*- wild-card match -
?- single character match -
^- exclusion operator -
[list]- character list match
| See also | |
| bsdf |
|
| pbr |
|
| phong | |
| shading |
|