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Comment: corrected the statement in which less glossy sphere is mentioned

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Fresnel reflections (on the left) compared to uniform ones (on the right); in the Fresnel case, note how the reflection fades off as the angle between the eye vector and the surface normal decreases
Whatever the model you choose, reflections can be made glossy and / or anisotropic. The glossiness is a measure of the dispersion of the reflection rays around the perfectly specular reflection vector. It can be seen as the half-angle of the cone subtended by the reflection vector where reflection samples are taken. The more the angle increases the more the reflections are blurry (and will require samples to avoid too much noise; see figure below).

The sphere on the left right is less glossy than the one on the rightleft.
The anisotropy defines the shape of the reflections. Anisotropic materials reflect light according to the surface orientation (see figure below). It means that a local surface coordinate system is needed to handle oriented reflections.

The sphere on the left is isotropic as the one on the right is anisotropic. Notice how reflections are vertically distorted in the anisotropic case

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Displacement





Texture Shader





Displacement texture:

Controls the surface displacement

bmp, jpg, tif, png



Displacement height:

Controls the amount of geometry displacement

-1e+038

1e+038

0;

Displacement offset:

Controls the relative position of displacement

-1e+038

1e+038

0;

Displacement UV matrix U offset:

Controls the translation of the texture along U

-1e+038

1e+038

0;

Displacement UV matrix V offset:

Controls the translation of the texture along V

-1e+038

1e+038

0;

Displacement UV matrix U tiling:

Controls the number of texture repetitions along U

-1e+038

1e+038

1;

Displacement UV matrix V tiling:

Controls the number of texture repetitions along V

-1e+038

1e+038

1;

Displacement UV matrix UV rotation angle:

Controls the rotation angle of the texture

0

360

0;

Common Indices of

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Refraction

Material

IOR

Acetone

1.36

Air

1.0

Alcohol

1.33

Chromium Oxide

2.7

Copper Oxyde

2.7

Crystal

2.0

Diamond

2.42

Emerald

1.57

Ethyl Alcohol

1.36

Glass

1.5

Glass, Crown

1.52

Glass, Heaviest Flint

1.89

Glass, Heavy Flint

1.65

Glass, Light Flint

1.58