PhongMaterial_v6 Op
A shaded material for lighting objects
Summary (oneliner)
<p>This is probably the most classic material of them all.</p> <p>It works stand-alone or in conjunction with the light ops.</p> <p>The op features 2 different diffuse color models, standard Lambert & Oren-Nayar. Furthermore, there is a dropdown menu for 4 different specular models: Blinn-Phong, Schlick, Phong, Gauss.</p> <p>It also has Fresnel capabilities & emissive color & physical energy conservation of light (if desired).</p>
- Ops.Gl.Phong.PhongMaterial_v6
- Core Op - Official cables op
- MIT
Documentation (markdown)
Issues
Example patch id
Youtube ids (comma seperated)
Op Licence
Caniuse query
INPUT PORTS
<p>Trigger in</p>
Diffuse Color
<p>Diffuse Red Value</p>
<p>Diffuse Green Value</p>
<p>Diffuse Blue Value</p>
<p>Opacity</p>
Oren-Nayar Diffuse
<p>Albedo of the diffuse color</p>
<p>Roughness of the diffuse color</p>
Fresnel
<p>Amount of Fresnel effect</p>
<p>Width of Fresnel effect</p>
<p>Exponent (Fade) of Fresnel effect</p>
<p>Fresnel Red Value</p>
<p>Fresnel Green Value</p>
<p>Fresnel Blue Value</p>
Emissive Color
<i>boolean</i>
)<p>toggle to render emissive color</p>
<p>intensity of emissive color</p>
<p>Emissive Red Value</p>
<p>Emissive Green Value</p>
<p>Emissive Blue Value</p>
Specular
<p>Size of the specular reflection, the greater the value the smaller the reflection</p>
<p>Amount of the specular reflection</p>
Textures
<p>Diffuse texture input</p>
<p>Specular texture input</p>
<p>Normal Map input</p>
<p>Ambient Occlusion texture input</p>
<p>Emissive texture input</p>
<p>emissive map mask texture input</p>
<p>Opacity texture input</p>
<p>environment map texture input</p>
<p>environment map mask texture input</p>
Texture Transforms
<p>How often a texture is repeated on the X axis (applied to all textures)</p>
<p>How often a texture is repeated on the Y axis (applied to all textures)</p>
<p>texture pixel offset on the C axis (applied to all textures)</p>
<p>texture pixel offset on the Y axis (applied to all textures)</p>
Texture Intensities
<p>intensity of the specular texture</p>
<p>intensity of the normal map</p>
<p>intensity of the Ambient Occlusion texture</p>
<i>integer</i>
) 1 2Texture Intensities
<p>intensity of the emissive map</p>
<p>intensity of the emissive mask </p>
<p>intensity of the environment map</p>
<i>integer</i>
) Add Multiply Mix<p>intensity of the environment map mask</p>
Opacity Texture
<i>integer</i>
) Luminance R G B A<p>which channel of the alpha texture to use for multiplying</p>
OUTPUT PORTS
<p>Trigger out</p>
<p>Shader out</p>
Patches using PhongMaterial_v6
Changelog
Ops.User.cables.PhongMatNew renamed to Ops.Admin.PhongMaterial_v5 | cables - 2020-05-14 15:58 | |
Ops.Admin.PhongMaterial_v5 renamed to Ops.Gl.Phong.PhongMaterial_v5 | pandur - 2020-07-29 22:45 | |
cloned op from Ops.Gl.Phong.PhongMaterial_v5 | cables - 2021-04-14 12:14 | |
Ops.User.cables.PhangMeteriel renamed to Ops.Gl.Phong.PhongMaterial_v6 | cables - 2021-04-14 15:58 | |
added core lib: ammoworld | pandur - 2023-10-30 15:02 | |
removed core lib: ammoworld | pandur - 2023-10-30 15:02 |