564 |
|
</a> |
565 |
|
|
566 |
|
<dd> |
567 |
< |
Mirror is used for planar surfaces that produce secondary source reflections. |
567 |
> |
Mirror is used for planar surfaces that produce virtual source reflections. |
568 |
|
This material should be used sparingly, as it may cause the light source calculation to blow up if it is applied to many small surfaces. |
569 |
|
This material is only supported for flat surfaces such as <a HREF="#Polygon">polygons</a> and <a HREF="#Ring">rings</a>. |
570 |
|
The arguments are simply the RGB reflectance values, which should be between 0 and 1. |
587 |
|
</a> |
588 |
|
|
589 |
|
<dd> |
590 |
< |
The prism1 material is for general light redirection from prismatic glazings, generating secondary light sources. |
590 |
> |
The prism1 material is for general light redirection from prismatic glazings, generating virtual light sources. |
591 |
|
It can only be used to modify a planar surface |
592 |
|
(i.e., a <a HREF="#Polygon">polygon</a> or <a HREF="#Ring">disk</a>) |
593 |
|
and should not result in either light concentration or scattering. |
594 |
|
The new direction of the ray can be on either side of the material, |
595 |
< |
and the definitions must have the correct bidirectional properties to work properly with secondary light sources. |
595 |
> |
and the definitions must have the correct bidirectional properties to work properly with virtual light sources. |
596 |
|
The arguments give the coefficient for the redirected light and its direction. |
597 |
|
|
598 |
|
<pre> |