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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 & emissive color & physical energy conservation of light (if desired).
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issues
youtube id
caniuse query
collections
Inputs
Trigger in
Diffuse Color
Diffuse Red Value
Diffuse Green Value
Diffuse Blue Value
Opacity
Oren-Nayar Diffuse
check to enable the alternative oren-nayar diffuse mode
Albedo of the diffuse color
Roughness of the diffuse color
Fresnel
check to activate fresnel
Amount of Fresnel effect
Width of Fresnel effect
Exponent (Fade) of Fresnel effect
Fresnel Red Value
Fresnel Green Value
Fresnel Blue Value
Emissive Color
toggle to render emissive color
intensity of emissive color
Emissive Red Value
Emissive Green Value
Emissive Blue Value
Specular
Size of the specular reflection, the greater the value the smaller the reflection
Amount of the specular reflection
Specular
choose between 4 different specular modes:
Light Options
check to apply physical energy conservation
check to render material double sided
Light Options
Choose between 4 different falloff modes: a (original mode), b (smoothed original), c (unreal 4 falloff), d (inverse square falloff - oldschool)
Textures
Diffuse texture input
Specular texture input
Normal Map input
Ambient Occlusion texture input
Emissive texture input
Opacity texture input
environment map texture input
environment map mask texture input
Texture Transforms
check to colorize texture
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)
Texture Intensities
intensity of the specular texture
intensity of the normal map
intensity of the Ambient Occlusion texture
intensity of the emissive map
intensity of the environment map
intensity of the environment map mask
which channel of the alpha texture to use for multiplying
Opacity Texture
choose which component of texture should be used for alpha masking: r, g, b, a or luminance
check to discard transparent pixels
Outputs
Trigger out
Shader out
Changelog
2020-05-14 - cables
Ops.Admin.PhongMaterial_v5 renamed to Ops.Gl.Phong.PhongMaterial_v5
2020-07-29 - pandur