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Material design - Shadron

This is a tool to experiment with material shading.

Features

Allows definition of simple material parameters, no textures, only values. It allows import of a reference image for comparison, and display negative and positive differences in two separated windows.

Diffuse models :

  • Lambertian
  • Max diffuse (an attempt to emulate 3dsmax diffuse model. Only works for light at latitude and longitude 0 and render with iray for now)
  • Oren-Nayar

Specular models :

  • Phong
  • Blinn-Phong
  • Max metal (an attempt to emulate 3dsmax “Metal” material. Useless for now.)
  • Cook-Torrance (For now with Schlick's approximation)

Parameters

For the material itself :

  • light_latitude and longitude : Allows you to place the light with spherical coordinates.
  • diff_color : Diffuse color for the material, albedo if you prefer.
  • spec_color : Should stay grey for dielectrics (white for use with Cook-Torrance), can be colored for metals, with black diffuse.
  • shininess : exponent for Phong and Blinn-Phong approximations. The higher the shinier.
  • σ : Roughness of the material. Can be expressed as 1-glossiness, the lower the shinier. (for Oren-Nayar and Cook-Torrance models)
  • IOR : Indice of refraction of the material. Used by Cook-Torrance only

For visualisation (and color picking):

  • size : The width and height of windows
  • γ_image : gamma correction of the reference image. Most of the time 2.2.
  • γ_screen : gamma correction of your screen. Most of the time 2.2.
  • diff_amplification : Amplification applied to the comparison windows.

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Shadron stuff to experiment with illumination models

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