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Current version: Ops.Gl.Phong.PhongMaterial_v6
A shaded material for lighting objects
summary (oneliner)
This is probably the most classic material of them all.
It works stand-alone or in conjunction with the light ops.
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.
It also has Fresnel capabilities & physical energy conservation of light (if desired).
doc
issues
example patch id
youtube id
caniuse query
collections
Inputs
Trigger in
Diffuse Color
Diffuse Red Value
Diffuse Green Value
Diffuse Blue Value
Opacity
Oren-Nayar Diffuse
Albedo of the diffuse color
Roughness of the diffuse color
Fresnel
Amount of Fresnel effect
Fresnel Red Value
Fresnel Green Value
Fresnel Blue Value
Specular
Size of the specular reflection, the greater the value the smaller the reflection
Amount of the specular reflection
Textures
Diffuse texture input
Specular texture input
Normal Map input
Ambient Occlusion texture input
Emissive texture input
Opacity texture input
Texture Transforms
How often a texture is repeated on the X axis (applied to all textures)
How often a texture is repeated on the Y axis (applied to all textures)
texture pixel offset on the C axis (applied to all textures)
texture pixel offset on the Y axis (applied to all textures)
intensity of the specular texture
intensity of the normal map
intensity of the Ambient Occlusion texture
intension of the emissive map
Outputs
Trigger out
Shader out
Patches using PhongMaterial_v4
Changelog
2019-10-09 - simod
Ops.Admin.SimosPhong_v2 renamed to Ops.Gl.Phong.PhongMaterial_v4
2019-11-05 - pandur