beta
cables is under heavy development.
There might be one or another bug, please let us know about it!
PhongMaterial
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 & emissive color & physical energy conservation of light (if desired).

doc

issues

youtube id

collections

related ops

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

Enable (boolean / Number)

Albedo (Number)

Albedo of the diffuse color


Roughness (Number)

Roughness of the diffuse color


Fresnel

Active (boolean / Number)

Fresnel Intensity (Number)

Amount of Fresnel effect


Fresnel Width (Number)

Width of Fresnel effect


Fresnel Exponent (Number)

Exponent (Fade) of Fresnel effect


Fresnel R (Number)

Fresnel Red Value


Fresnel G (Number)

Fresnel Green Value


Fresnel B (Number)

Fresnel Blue Value


Emissive Color

Emissive Active (boolean / Number)

toggle to render emissive color


Color Intensity (Number)

intensity of emissive color


Emissive R (Number)

Emissive Red Value


Emissive G (Number)

Emissive Green Value


Emissive B (Number)

Emissive 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


Specular Model index (integer / Number)

Specular

Specular Model (String)

Light Options

Energy Conservation (boolean / Number)

Double Sided Material (boolean / Number)

Falloff Mode index (integer / Number)

Light Options

Falloff Mode (String)

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


Environment Map (Object)

Texture Transforms

Colorize Texture (boolean / Number)

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


Env Map Intensity (Number)

Alpha Mask Source index (integer / Number)

which channel of the alpha texture to use for multiplying


Opacity Texture

Alpha Mask Source (String)

Discard Transparent Pixels (boolean / Number)

Outputs

Trigger Out (Trigger)

Trigger out


Shader (Object)

Shader out


Caught a mistake or want to contribute to the documentation?

Edit Documentationcancel save
PhongMaterial_v5 example:

Example for the PhongMaterial op.



Credits


Changelog


Ops.User.cables.PhongMatNew renamed to Ops.Admin.PhongMaterial_v5
2020-05-14 - cables

Ops.Admin.PhongMaterial_v5 renamed to Ops.Gl.Phong.PhongMaterial_v5
2020-07-29 - pandur

Examples using PhongMaterial_v5

Public Patches using PhongMaterial_v5