Matte材质及其对应的反射模型:
设置材质和反射模型是在材质对象的ComputeScatteringFunctions()成员方法中。
下方是Matte材质的ComputeScatteringFunctions()成员方法的截图:
调用该方法的callstack截图如下:
其他材质及其对应的反射模型:
MatteMaterial
Kd, a spectral diffuse reflection value
sigma, a scalar roughness value. 0 — LambertianReflection; otherwise — OrenNayar
bumpMap, compute a shading normal at each point
PlasticMaterial
Kd, LambertianReflection
Ks, MicrofacetReflection
roughness
bumpMap
MixMaterial
combine two Materials, ScaledBxDF
FourierMaterial
bsdfTable, FourierBSDF
GlassMaterial
SpecularReflection, MicrofacetReflection
SpecularTransimission, MicrofacetTransmission
MetalMaterial
MicrofacetReflection
MirrorMaterial
SpecularReflection
SubsurfaceMaterial
SpecularReflection, MicrofacetReflection
SpecularTransimission, MicrofacetTransmission
TranslucentMaterial
LambertianReflection, MicrofacetReflection
LambertianTransimission, MicrofacetTransmission
UberMaterial
SpecularTransmission, LambertianReflection,
MicrofacetReflection, SpecularReflection, SpecularTransmission

本文详细介绍了多种材质及其对应的反射模型,包括Matte、Plastic、Glass等,并深入探讨了不同材质在渲染过程中的表现特性。
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