VEX Super Material shader

Phong, Blinn or Cook shading models use all three aspects of the material: ambient, diffuse and specular color.

Phong, Blinn or Cook shading models use all three aspects of the material: ambient, diffuse and specular color.

Phong is the simplest and fastest to use of the three. Blinn has a sharper specular highlight than Phong, which is good for simulating metals and polished materials. Cook is similar to Blinn but has a different method of computing highlights that have a sharper roll-off, making it good for simulating highly polished materials such as glass.

This shader will use color and alpha information if it is bound to the geometry.

Parameters

Diffuse

Base color of material. Independent of eye position.

Ambient

Global ambient light is scaled with object ambient light before being combined with the scene.

Specular

Simulates light reflected from mirror-like micro-facets on surface.

Reflect

Colors mirror-like surface reflections.

Transmit

Scales the color of surfaces visible through a transparent object.

Emit

Color of light emitted from the material. Does not illuminate surrounding objects.

Refract

Index of refraction of material.

Alpha Para

Degree of transparency when surface normals are parallel to the line of sight.

Alpha Perp

Degree of transparency when surface normals are perpendicular to the line of sight.

Alpha Roll

Controls rate of change from alpha para to perp.

Diff Rough

Determines the amount of light scattering on surface. 0 is default. Values approaching 1 return an object that scatters all light causing spheres to look flat (like a full moon looks like a flat disk).

Spec Rough

Determines size and shape of specular highlights.

Fresnel

Controls reflection based on viewing angle.

Shadow

Determines opacity of shadows.

Shadow Bias

Fraction by which shadows or reflections are moved off surfaces to prevent rendering artifacts.

Usages in other examples

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