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The RADIANCE 4.2 Synthetic Imaging System |
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The RADIANCE 5.2 Synthetic Imaging System |
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The RADIANCE 4.2 Synthetic Imaging System |
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The RADIANCE 5.2 Synthetic Imaging System |
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</h1> |
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<dd> |
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Trans2 is the anisotropic version of <a HREF="#Trans">trans</a>. |
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The string arguments are the same as for plastic2, and the real arguments are the same as for trans but with an additional roughness value. |
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The string arguments are the same as for <a HREF="#Plastic2">plastic2</a>, |
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and the real arguments are the same as for trans but with an additional roughness value. |
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<pre> |
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mod trans2 id |
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<dt> |
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<a NAME="Ashik2"> |
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<b>Ashik2</b> |
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</a> |
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<dd> |
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Ashik2 is the anisotropic reflectance model by Ashikhmin & Shirley. |
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The string arguments are the same as for <a HREF="#Plastic2">plastic2</a>, but the real |
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arguments have additional flexibility to specify the specular color. |
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Also, rather than roughness, specular power is used, which has no |
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physical meaning other than larger numbers are equivalent to a smoother |
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surface. |
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<pre> |
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mod ashik2 id |
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4+ ux uy uz funcfile transform |
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0 |
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8 dred dgrn dblu sred sgrn sblu u-power v-power |
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</pre> |
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<dt> |
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<a NAME="Dielectric"> |
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<b>Dielectric</b> |
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</a> |
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<a NAME="sBSDF"> |
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<b>sBSDF</b> |
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</a> |
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<dd> |
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The sBSDF material is identical to the BSDF type with two |
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important differences. First, proxy geometry is not |
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supported, so there is no thickness parameter. Second, an |
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sBSDF is assumed to have some specular through component, |
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which is treated specially during the direct calculation |
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and when viewing the material. Based on the BSDF data, the |
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coefficient of specular transmission is determined and used |
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for modifying unscattered shadow and view rays. |
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<pre> |
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mod sBSDF id |
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5+ BSDFfile ux uy uz funcfile transform |
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0 |
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0|3|6|9 |
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rfdif gfdif bfdif |
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rbdif gbdif bbdif |
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rtdif gtdif btdif |
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</pre> |
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<p> |
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If a material has no specular transmitted component, it is |
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much better to use the BSDF type with a zero thickness |
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than to use sBSDF. |
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<dt> |
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<a NAME="Antimatter"> |
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<b>Antimatter</b> |
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</a> |
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</h4> |
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A mixture is a blend of one or more materials or textures and patterns. |
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Blended materials should not be light source types or virtual source types. |
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The basic types are given below. |
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<p> |
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arguments, the red, green and blue values |
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corresponding to the pixel at (u,v). |
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</dl> |
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<dt> |