[][src]Module tray_rust::material::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

Scene Usage Example

The plastic material requires a diffuse and glossy color. The diffuse color is used by a Lambertian model and the gloss color is used by a Torrance-Sparrow microfacet model with a Blinn microfacet distribution. The roughness will specify how reflective the gloss color is while the diffuse color provides a uniform base color for the object.

"materials": [
    {
        "name": "red_plastic",
        "type": "plastic",
        "diffuse": [0.8, 0, 0],
        "gloss": [1, 1, 1],
        "roughness": 0.05
    },
    ...
]

Structs

Plastic

The Plastic material describes plastic materials of varying roughness