[−][src]Module tray_rust::material
Defines the trait implemented by all materials and exports various supported material types. Materials are used to define how BxDFs are composed to create the desired appearance
Scene Usage Example
The material will be specified within the materials list of the scene object. A type and name for the material along with any additional parameters is required to specify one. The name is used when specifying which material should be used by an object in the scene.
"materials": [
{
"name": "my_material",
"type": "The_Material_Type",
...
}
...
]
Re-exports
pub use self::matte::Matte; |
pub use self::specular_metal::SpecularMetal; |
pub use self::glass::Glass; |
pub use self::merl::Merl; |
pub use self::plastic::Plastic; |
pub use self::metal::Metal; |
pub use self::rough_glass::RoughGlass; |
Modules
glass | Defines a specular glass material |
matte | Defines a matte material used to describe diffuse materials |
merl | The MERL Material represents the surface's properties through data loaded from a MERL BRDF Database file. The material loads and parses the data then hands it off to its BRDF which will be used to actually compute the surface properties |
metal | Provides a material for modelling metal surfaces of varying roughness using the Torrance Sparrow BRDF and a Blinn microfacet distribution TODO: Add Ashikman-Shirley (spelling?) anisotropic microfacet model |
plastic | A material that models plastic of varying roughness using the Torrance Sparrow BRDF and a Blinn microfacet distribution TODO: Add Ashikman-Shirley (spelling?) anisotropic microfacet model |
rough_glass | Defines a rough glass material |
specular_metal | Defines a specular metal material |
Traits
Material | Trait implemented by materials. Provides method to get the BSDF describing the material properties at the intersection |