Illumination
Lambert
Perform Lambertian illumination, given ambient and diffuse RGB
colors (alpha is ignored), and a light list.
mib_illum_lambert
color "mib_illum_lambert" (
color "ambience",
color "ambient",
color "diffuse",
integer "mode",
array light "lights")
- ambience
- is a multiplier for the ambient color. The
idea is that ambient and diffuse color can be derived from the
same subshader result (a texture mapper, for example) and the
ambient brightness can be reduced to avoid losing the effect of
illumination.
- ambient
- is a constant color offset.
- diffuse
- is added to the result for each light, after
multiplication with the color returned by the light and a weight
based on the dot product of the incident ray direction and the
light direction.
- mode
- controls which lights to use, see
light lists.
- lights
- is a list of light instances used for
light lists.
Phong
Perform Phong illumination, given ambient, diffuse, and
specular RGB colors, a specular exponent, and a light list.
mib_illum_phong
color "mib_illum_phong" (
color "ambience",
color "ambient",
color "diffuse",
color "specular",
scalar "exponent",
integer "mode",
array light "lights")
- ambience
- is a multiplier for the ambient color. The
idea is that ambient and diffuse color can be derived from the
same subshader result (a texture mapper, for example) and the
ambient brightness can be reduced to avoid losing the effect of
illumination.
- ambient
- is a constant color offset.
- diffuse
- is added to the result for each light, after
multiplication with the color returned by the light and a weight
based on the dot product of the incident ray direction and the
light direction.
- specular
- provides the color of specular highlights.
- exponent
- controls the width of the specular highlight.
Smaller values increase the size.
- mode
- controls which lights to use, see
light lists.
- lights
- is a list of light instances used for
light lists.
Ward
Perform Ward illumination, given ambient, diffuse, and glossy
RGB colors, two shinyness parameters, two direction vectors, and
a light list.
mib_illum_ward
color "mib_illum_ward" (
color "ambience",
color "ambient",
color "diffuse",
color "glossy",
scalar "shiny_u",
scalar "shiny_v",
vector "u",
vector "v",
integer "mode",
array light "lights")
- ambience
- is a multiplier for the ambient color. The
idea is that ambient and diffuse color can be derived from the
same subshader result (a texture mapper, for example) and the
ambient brightness can be reduced to avoid losing the effect of
illumination.
- ambient
- is a constant color offset.
- diffuse
- is added to the result for each light, after
multiplication with the color returned by the light and a weight
based on the dot product of the incident ray direction and the
light direction.
- glossy
- is also added per light. It is the glossy color
computed according to Ward's anisotropic glossy reflection
model.
- shiny_u
shiny_v - controls the width of the
glossy highlight in the u and v directions, respectively. Smaller
values increase the size of the highlight.
- u
v - the brushing directions in the anisotropic material.
They must be perpendicular to each other and to the surface normal,
and of unit length. Such vectors are generated by the
mib_texture_rotate
shader intended to drive these input parameters.
- mode
- controls which lights to use, see
light lists.
- lights
- is a list of light instances used for
light lists.
Ward with surface derivatives
Perform Ward illumination, given ambient, diffuse, and glossy
RGB colors, two shinyness parameters, and a light list. The only
difference from mib_illum_ward is that the brushing
directions are taken from the surface derivatives.
mib_illum_ward_deriv
color "mib_illum_ward_deriv" (
color "ambience",
color "ambient",
color "diffuse",
color "glossy",
scalar "shiny_u",
scalar "shiny_v",
integer "mode",
array light "lights")
- ambience
- is a multiplier for the ambient color. The
idea is that ambient and diffuse color can be derived from the
same subshader result (a texture mapper, for example) and the
ambient brightness can be reduced to avoid losing the effect of
illumination.
- ambient
- is a constant color offset.
- diffuse
- is added to the result for each light, after
multiplication with the color returned by the light and a weight
based on the dot product of the incident ray direction and the
light direction.
- glossy
- is also added per light. It is the glossy color
computed according to Ward's anisotropic glossy reflection
model.
- shiny_u
shiny_v - controls the width of the
glossy highlight in the u and v directions, respectively. The u
direction is the first derivative of the surface (read from the
state), and v is perpendicular. Both u and v are in the plane
that is perpendicular to the surface normal.
- mode
- controls which lights to use, see
light lists.
- lights
- is a list of light instances used for
light lists.
Cook-Torrance
Perform Cook-Torrance illumination, given ambient, diffuse,
and specular RGB colors, a roughness, index of refraction for
three wavelengths, and a light list. Cook-Torrance illumination
has an off-specular peak and a color shift with angles.
mib_illum_cooktorr
color "mib_illum_cooktorr" (
color "ambience",
color "ambient",
color "diffuse",
color "specular",
scalar "roughness",
color "ior",
integer "mode",
array light "lights")
- ambience
- is a multiplier for the ambient color. The
idea is that ambient and diffuse color can be derived from the
same subshader result (a texture mapper, for example) and the
ambient brightness can be reduced to avoid losing the effect of
illumination.
- ambient
- is a constant color offset.
- diffuse
- is added to the result for each light, after
multiplication with the color returned by the light and a weight
based on the dot product of the incident ray direction and the
light direction.
- specular
- is a factor that the reflected color is
multiplied with.
- roughness
- is the average microfacet slope of the
surface. It controls the width of the specular highlight.
- ior
- is the index of refraction of the material at three
different wavelengths (red, green, blue). Metals typically have a
higher index of refraction than glass. Values must be 1.0 or
greater; smaller values are clamped to 1.0.
- mode
- controls which lights to use, see
light lists.
- lights
- is a list of light instances used for
light lists.
Blinn
Perform Blinn illumination, which is a like Cook-Torrance
illumination but without the color shift with angles. It only
requires one index of refraction.
mib_illum_blinn
color "mib_illum_blinn" (
color "ambience",
color "ambient",
color "diffuse",
color "specular",
scalar "roughness",
scalar "ior",
integer "mode",
array light "lights")
- ambience
- is a multiplier for the ambient color. The
idea is that ambient and diffuse color can be derived from the
same subshader result (a texture mapper, for example) and the
ambient brightness can be reduced to avoid losing the effect of
illumination.
- ambient
- is a constant color offset.
- diffuse
- is added to the result for each light, after
multiplication with the color returned by the light and a weight
based on the dot product of the incident ray direction and the
light direction.
- specular
- provides the color of specular highlights.
- roughness
- is the average microfacet slope of the
surface. It controls the width of the specular highlight.
- ior
- is the index of refraction of the material. Metals
typically have higher index of refraction than glass.
- mode
- controls which lights to use, see
light lists.
- lights
- is a list of light instances used for
light lists.
Hair
Perform illumination on hair geometry similar to Phong. Hair requires
specialized shaders because they are not shading regular triangles but
procedural flat-ribbon geometry. Note, that special shaders should be
used in parameter connections which can deal with the differences in
shading or texture mapping on hair geometry.
mib_illum_hair
color "mib_illum_hair" (
color "ambience",
color "ambient",
color "diffuse",
color "specular",
scalar "exponent",
integer "mode",
array light "lights")
- ambience
- is a multiplier for the ambient color.
- ambient
- is a constant color offset.
- diffuse
- is added to the result for each light, after
multiplication with the color returned by the light and a weight
based on the dot product of the incident ray direction and the
light direction.
- specular
- provides the color of specular highlights.
- exponent
- controls the width of the specular highlight.
- mode
- controls which lights to use, see
light lists.
- lights
- is a list of light instances used for
light lists.
Light Lists
All illumination shaders above have a mode parameter and a
lights parameter to control the set of lights which is used for
illumination. Illumination is performed either using the light instances
given in the lights parameter, or the light list of the geometry
instance to be shaded. Using the light lists assigned to scene objects allows
to share a common shader even on objects with different light relations.
The lights are used according to the following possible values for the
mode parameter:
- 0
- illumination using the lights parameter; if no lights are specified,
then using the instance light list; if no instance light list is specified,
then using all lights in the scene. This is the default.
- 1
- illumination using the specified lights in inclusive mode, i.e., instances of groups
of light instances are evaluated to all light instances in the group
- 2
- illumination using the specified lights in exclusive modes, i.e., using
all lights except the specified ones
- 4
- illumination ignoring any specified lights, and using the instance light list.
If no instance light list is specified then all light instances in the scene are used.
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