1/17/2024 0 Comments Sketchup mirror reflection![]() ![]() In order for the SSS material to be evaluated correctly, the object should be closed (without holes). Besides the surface reflectance entries, there are also parameters describing absorption and scattering inside the object. Therefore the evaluation of BSSDF is far more difficult, as it involves the interaction of surface reflectance/transmittance along with scattering through participating media. SSS Layer: The Bidirectional Subsurface Scattering Distribution Function (BSSDF) is a generalization of the Bidirectional Scattering Distribution Function (BSDF) however, unlike BSDF, the entry and exit points for BSSDF may differ instead of coinciding. The index of refraction is used as if the model was a double interface, in order to compute the overall transmittance due to double refraction. The glass model does not assume the model to be closed as it does not define an interior/exterior volume. Using the glass model though is optimal in terms of visual accuracy and additionally, it can be traced during shadow evaluation (something like this cannot be done with the double interface model which will create shadows). Another way to achieve transparency is to actually model a surface, such as a window, as a thin double interface where refraction takes place at both sides. Although you could also use a glass material with transmittance enabled and index of refraction set to 1, it is recommended to use the glass model whenever you want to achieve transparency. Thin Glass models are very accurate models and are great for assigning to thin surfaces, such as windows and thin transparent plastics. Thin Glass Layer: This glass model describes thin glass materials that show perfect (mirror) reflection and transparency. When you look straight into the pool, the water is transparent however, when you look at the pool from afar, the water reflects the environment. Even with a very small index of refraction, the BSDF will be quite reflective for grazing angles. Important: Fresnel coefficients are based on both the index of refraction and the angle of incidence. ![]() ![]() Tip: To achieve perfect transparency, we recommend that you create a Thin Glass Layer instead of a Glass Layer with Transmittance enabled and the Index of Refraction set to 1. As you increase the value, reflection becomes stronger and stronger at very high values, the reflected light takes on the color of the selected color. Set the value to exactly 1 to make the glass perfectly transparent. Set the Index of Refraction to around 1 to make the material less reflective and more refractive. The Bidirectional Scattering Distribution Function (BSDF) uses Fresnel equations to balance reflection and refraction, which is controlled by the index of refraction and the extinction coefficient. Glass Layer: You can create a glass with perfect reflection and refraction (Roughness = 0), a very rough glass (Roughness = 100), or something in between. Use a non-zero value for the Extinction Coefficient to amplify reflection. Set the Index of Refraction to around 1 to make the material less reflective. The Bidirectional Scattering Distribution Function (BSDF) uses Fresnel equations for reflections, which is controlled by the index of refraction and the extinction coefficient. Metal Layer: You can create a metal with perfect reflection (Roughness = 0), a very rough metal (Roughness = 100), or something in between. Metals, in most cases, have a non-zero extinction coefficient, which corresponds to a high Fresnel coefficient under any viewing angle. You might also use basic layers to create metals and translucent materials. It is a highly energy efficient material designed to be used mostly for matte and plastic materials. Both the Extinction Coefficient and the Thickness of the layered material are used to calculate absorption at a microscopic level.īasic Layer: The basic layer consists of a diffuse, translucent, and Fresnel based specular component. You can change the Extinction Coefficient to modify the reflectance (based on Fresnel equations) and define the absorption density of the layers of material underneath. The coating itself reflects some light, while any layers of material underneath absorb the rest of the light. You can use several coating layers to simulate multiple varnishes and paints. It is useful for simulating varnishes and paints on a layered material. Assigning materials with Content BrowserĬoating Layer: The coating layer uses a special reflection model with only the specular component.Assigning Color, Bitmaps and Procedurals. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |