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
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Diffuse |
Base color of material. Independent of eye position. |
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Ambient |
Global ambient light is scaled with object ambient light before being combined with the scene. |
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Specular |
Simulates light reflected from mirror-like micro-facets on surface. |
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Reflect |
Colors mirror-like surface reflections. |
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Transmit |
Scales the color of surfaces visible through a transparent object. |
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Emit |
Color of light emitted from the material. Does not illuminate surrounding objects. |
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Refract |
Index of refraction of material. |
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Alpha Para |
Degree of transparency when surface normals are parallel to the line of sight. |
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Alpha Perp |
Degree of transparency when surface normals are perpendicular to the line of sight. |
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Alpha Roll |
Controls rate of change from alpha para to perp. |
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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). |
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Spec Rough |
Determines size and shape of specular highlights. |
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Fresnel |
Controls reflection based on viewing angle. |
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Shadow |
Determines opacity of shadows. |
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Shadow Bias |
Fraction by which shadows or reflections are moved off surfaces to prevent rendering artifacts. |
Usages in other examples
| Example name | Example for |
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