AiMetalBSDF parameters. More...
#include <ai_shader_bsdf.h>
Data Fields | |
| AtRGB | weight = AI_RGB_WHITE |
| BSDF weight. | |
| int | distribution = AI_MICROFACET_GGX |
distribution AI_MICROFACET_BECKMANN or AI_MICROFACET_GGX | |
| AtVector | N = AI_V3_Z |
| normal vector that defines the hemisphere of incoming radiance | |
| AtVector | U = AI_V3_ZERO |
| surface tangent vector along the U coordinate (the AI_V3_ZERO default auto-generates U from N). | |
| AtMetalFresnelMode | fresnel_mode = F82_TINT |
| specify which Fresnel model to use for the metal (GULBRANDSEN or F82_TINT) | |
| AtRGB | fresnel1 = AI_RGB_50GREY |
| either real part of the complex refractive index for Fresnel (GULBRANDSEN), or F0 reflectance at normal incidence (F82_TINT) | |
| AtRGB | fresnel2 = AI_RGB_WHITE |
| either imaginary part of the complex refractive index for Fresnel (GULBRANDSEN), or tint applied at near-grazing (approx. More... | |
| float | specular_weight = 1.0f |
| scale factor applied (with a clamp) to the Fresnel factor, in the F82_TINT mode only (as described in the OpenPBR >= v1.2 spec) | |
| float | rx = 0.f |
| specular roughness along the U direction | |
| float | ry = 0.f |
| specular roughness along the V direction | |
| float | haze_weight = 0.f |
| haze lobe mix weight | |
| float | rx_haze = 0.f |
| specular roughness of haze lobe, along the U direction | |
| float | ry_haze = 0.f |
| specular roughness of haze lobe, along the V direction | |
| float | retro_reflectivity = 0.0f |
| retro-reflectivity weight | |
| AtString | label = AtString() |
| label string | |
AiMetalBSDF parameters.