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PhongMaterial
Ops.Gl.Phong.PhongMaterial_v5

There is a newer version of this op!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_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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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)

check to enable the alternative oren-nayar diffuse mode


Albedo (Number)

Albedo of the diffuse color


Roughness (Number)

Roughness of the diffuse color


Fresnel

Active (boolean /Number)

check to activate fresnel


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)

choose between 4 different specular modes:


Light Options

Energy Conservation (boolean /Number)

check to apply physical energy conservation


Double Sided Material (boolean /Number)

check to render material double sided


Falloff Mode index (integer /Number)

Light Options

Falloff Mode (String)

Choose between 4 different falloff modes: a (original mode), b (smoothed original), c (unreal 4 falloff), d (inverse square falloff - oldschool)


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)

environment map texture input


Env Map Mask (Object)

environment map mask texture input


Texture Transforms

Colorize Texture (boolean /Number)

check to colorize texture


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)


Texture Intensities

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)

intensity of the emissive map


Env Map Intensity (Number)

intensity of the environment map


Env Mask Intensity (Number)

intensity of the environment map mask


Alpha Mask Source index (integer /Number)

which channel of the alpha texture to use for multiplying


Opacity Texture

Alpha Mask Source (String)

choose which component of texture should be used for alpha masking: r, g, b, a or luminance


Discard Transparent Pixels (boolean /Number)

check to discard transparent pixels


Outputs

Trigger Out (Trigger)

Trigger out


Shader (Object)

Shader out


Caught a mistake or want to contribute to the documentation?

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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