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phong vex function

Context: surface

Tags: pbr, shading

phong, blinn, and specular return the illumination for specular highlights using different lighting models.

  1. vector phong(vector nml, vector V, float shinyness)

  2. bsdf phong(float exponent)

  3. bsdf phong(vector nml, float exponent)

See writing a PBR shader for information on BSDFs.

phong, blinn, and specular return the illumination for specular highlights using different lighting models.

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).

You can optionally specify a light mask.

BSDF version

  1. bsdf phong(float exponent)

  2. bsdf phong(vector nml, float exponent)

A phong reflection.

  • exponent - phong exponent.