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PhongMaterial
Ops.Gl.Phong.PhongMaterial_v4

There is a newer version of this op!


This version will not receive any updates. It is recommended to use a newer version.

Current version: Ops.Gl.Phong.PhongMaterial_v5

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).

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Inputs

Trigger In (Trigger)

Trigger in


Diffuse Color

R (Number)

Diffuse Red Value


G (Number)

Diffuse Green Value


B (Number)

Diffuse Blue Value


A (Number)

Opacity


Oren-Nayar Diffuse

Albedo (Number)

Albedo of the diffuse color


Roughness (Number)

Roughness of the diffuse color


Fresnel

Fresnel Intensity (Number)

Amount of Fresnel effect


Fresnel Width (Number)

Fresnel Exponent (Number)

Fresnel R (Number)

Fresnel Red Value


Fresnel G (Number)

Fresnel Green Value


Fresnel B (Number)

Fresnel Blue Value


Specular

Shininess (Number)

Size of the specular reflection, the greater the value the smaller the reflection


Specular Amount (Number)

Amount of the specular reflection


Textures

Diffuse Texture (Object)

Diffuse texture input


Specular Texture (Object)

Specular texture input


Normal Map (Object)

Normal Map input


AO Texture (Object)

Ambient Occlusion texture input


Emissive Texture (Object)

Emissive texture input


Opacity Texture (Object)

Opacity texture input


Texture Transforms

Diffuse Repeat X (Number)

How often a texture is repeated on the X axis (applied to all textures)


Diffuse Repeat Y (Number)

How often a texture is repeated on the Y axis (applied to all textures)


Texture Offset X (Number)

texture pixel offset on the C axis (applied to all textures)


Texture Offset Y (Number)

texture pixel offset on the Y axis (applied to all textures)


Specular Intensity (Number)

intensity of the specular texture


Normal Map Intensity (Number)

intensity of the normal map


AO Intensity (Number)

intensity of the Ambient Occlusion texture


Emissive Intensity (Number)

intension of the emissive map


Alpha Mask Source index (integer / Number)

Outputs

Trigger Out (Trigger)

Trigger out


Shader (Object)

Shader out


Caught a mistake or want to contribute to the documentation?

Edit Documentationcancel save
PhongMaterial4 example:


Credits


Changelog


Ops.User.simod.SimosPhong_v2 renamed to Ops.Admin.SimosPhong_v2
2019-10-09 - simod

Ops.Admin.SimosPhong_v2 renamed to Ops.Gl.Phong.PhongMaterial_v4
2019-11-05 - pandur

Examples using PhongMaterial_v4

Public Patches using PhongMaterial_v4