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3Delight supports all the required functions to properly run OSL shaders. That being said, the philosophy of writing OSL shaders for 3Delight differs very slightly from other renderers. In a nutshell,  the 3Delight rendering core is organized so that OSL shaders can remain as abstract as possible. For example, it is discouraged (and indeed wrong) to use functions such as backfacing() to write shaders. Also, some shadeops have seen their definition slightly changed to simplify shader writing or to allow 3Delight make a better job at sampling the final image. 

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Some of the closures, for examples GGX and GTR, have been extended to render some relatively difficult effects. In particular, a lot of research have been done to render "thin film interference" on metallic surfaces.  The 3Delight Metal material is a good example of usage.

The following parameters are recognized for the GGX and GTR micro-facet distributions:

 

ParameterDescriotion
color realetaReal part of the index of refraction of the thin film.
color complexeetaImaginary part of the index of refraction the thin film.
float thinfilmthicknessThickness of the film on the surface. On metals, this corresponds to the thickness of the oxide.
float thinfilmetaThe index of refraction of the film. On metals, this corresponds to the thickness of the oxide.
float mediumetaIndex of refraction of the outside medium. Defaults to 1 (vacuum) if not specified
.

 

Here is an example render of a steel sphere with a thin film of oxide ferum. It is rendered with varying roughness.

 

R=0.05R=0.1
Thin film interference caused by oxide ferum layer
R=0.2R=0.4

 

 

 

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