- All Implemented Interfaces:
Icon,IconSource,ColorMapNodeProperty,Scattering,Shader,ChannelMap,ColorMap,Manageable,PersistenceCapable,Shareable,RenderedIcon,Scattering,Shader,UserFields,XObject,Map,Serializable
The BRDF is:
f_r = k_d / π + k_s · exp(−E(h)) / (4π · α_u · α_v · √(cos θ_i · cos θ_o))where the exponent for the isotropic case is
E(h) = tan²θ_h / α²and for the anisotropic case
E(h) = ((h·T)² / α_u² + (h·B)² / α_v²) / (h·N)²with N the surface normal, T = dpdu, B = dpdv the surface tangents, α_u the roughness along T (field
roughness), and α_v the roughness
along B (field roughnessV; if null, isotropic with α_v = α_u).
The model supports diffuse, specular, and (optionally) transparent
transmission via the transparency field. Transmission uses
Fresnel-weighted straight-through (delta BTDF), CPU light model only.
- Author:
- MH, MH at YNL 2026
- See Also:
-
Nested Class Summary
Nested classes/interfaces inherited from class de.grogra.graph.impl.Node
Node.AccessorBridge, Node.FieldAttributeAccessor, Node.NType -
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final Node.NTypestatic final Node.NType.Fieldstatic final ColorMapstatic final ColorMapstatic final ColorMapstatic final ColorMapstatic final ColorMapstatic final ColorMapstatic final Node.NType.Fieldstatic final Node.NType.Fieldstatic final Node.NType.Fieldprotected booleanWhentrueand diffuse+specular+transparency+diffuseTransparency > 1, the four channels are scaled down proportionally so that the maximum channel sum equals 1.static final Node.NType.Fieldstatic final Node.NType.Fieldstatic final Node.NType.Fieldstatic final Node.NType.Fieldstatic final Node.NType.FieldFields inherited from class de.grogra.imp3d.shading.ChannelMapNode
AMBIENT, COLOR, COLOR_2, DIFFUSE_TRANSPARENCY, DISPLACEMENT, EMISSIVE, FIRST_OP, INPUT, input$FIELD, MIN_UNUSED_SPECIAL_OF_TARGET, SECOND_OP, SHININESS, SPECULAR, TRANSPARENCY, TRANSPARENCY_SHININESSFields inherited from class de.grogra.graph.impl.Node
ADDITIONAL_FIELDS, bits, DELETED, EXPLICIT_EXTENT_INDEX, explicitExtentIndex$FIELD, EXTENT_BIT, EXTENT_MASK, extentIndex$FIELD, extentTail$FIELD, HAS_OBSERVERS, IMPORT_NODE_EXTENT_INDEX, IS_INTERPRETIVE, isInterpretive$FIELD, LAST_EXTENT_INDEX, LAST_VISIBLE_EXTENT_INDEX, layer$FIELD, MARK, mark$FIELD, MAX_RESOLUTION, MIME_TYPE, MIN_RESOLUTION, MIN_UNUSED_SPECIAL_OF_SOURCE, name$FIELD, RESOLUTION_BIT, RESOLUTION_MASK, resolution$FIELD, TYPE_EXTENT_INDEX, USED_BITSFields inherited from interface de.grogra.util.Map
DEFAULT_VALUE, EMPTY_MAPFields inherited from interface de.grogra.ray.physics.Scattering
DELTA_FACTOR, IS_NON_OPAQUE, MIN_UNUSED_FLAG, NEEDS_NORMAL, NEEDS_POINT, NEEDS_TANGENTS, NEEDS_TRANSFORMATION, NEEDS_UV, RANDOM_RAYS_GENERATE_ORIGINSFields inherited from interface de.grogra.ray.physics.Shader
LAMBERTIAN_VARIANCE -
Constructor Summary
ConstructorsConstructorDescriptionWard()Creates a Ward instance with all channel maps at their defaults (null = use defaults).Ward(ShaderPreset preset) Creates a Ward shader with the given preset configuration.Creates a Ward shader with the given diffuse colour and default roughness (0.3).Creates a Ward shader with explicit diffuse colour and isotropic roughness.Creates a Ward shader with explicit diffuse, specular, and isotropic roughness.Creates a Ward shader with explicit diffuse, specular, and anisotropic roughness. -
Method Summary
Modifier and TypeMethodDescriptionvoidaccept(ChannelMapNodeVisitor visitor) voidaccept(ShaderVisitor visitor) static Wardstatic Wardclone()floatcomputeBSDF(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) Evaluates bidirectional scattering distribution function for given input.voidcomputeMaxRays(Environment env, Vector3f out, Spectrum outSpec, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) Computes, for the given input, the reflected and transmitted importance rays for which the reflection/transmission probability densities (integrated over the spectrum) attain a maximum.static Wardconcrete()static WardCreates a Ward instance with a default specular value of 0.3 (grey).static Warddiffuse()static Warddiffuser()static WardvoidgenerateRandomRays(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) Pseudorandomly generates, for the given input, a set of scattered rays.intReturns an average color for the scattering entity.intgetFlags()protected Node.NTypeThis method returns theNode.NTypewhich describes the managed fields of the class of this node.static Wardglass()static WardbooleanbooleanReturnstrueif a transparency channel map is set.static Wardstatic Wardstatic Wardstatic Wardstatic WardleafDry()static Wardstatic Wardstatic WardleafRice()static Wardstatic Wardstatic Wardmirror()protected NodeThis method returns a new instance of the class of this node.static Wardstatic Wardstatic Wardstatic Wardsand()voidsetAmbient(ChannelMap value) voidsetDiffuse(float v) Sets diffuse colour to a uniform grey value in [0,1].voidsetDiffuse(float r, float g, float b) Sets diffuse colour from RGB components in [0,1].voidsetDiffuse(ChannelMap value) voidsetDiffuseTransparency(float v) Sets diffuse transmission to a uniform grey value in [0,1].voidsetDiffuseTransparency(float r, float g, float b) Sets diffuse transmission colour from RGB components in [0,1].voidsetDiffuseTransparency(ChannelMap value) voidsetEmissive(ChannelMap value) voidsetNormalizeEnergy(boolean value) setPreset(ShaderPreset preset) Applies a preset configuration, overwriting all current field values.voidsetRoughness(float v) Sets isotropic Ward roughness α ∈ [0,1] (sets both axes).voidsetRoughness(ChannelMap value) voidsetRoughnessV(float v) Sets the secondary (dpdv) roughness α_v ∈ [0,1] for anisotropic rendering.voidsetRoughnessV(ChannelMap value) voidsetSpecular(float v) Sets specular colour to a uniform grey value in [0,1].voidsetSpecular(float r, float g, float b) Sets specular colour from RGB components in [0,1].voidsetSpecular(ChannelMap value) voidsetTransparency(float v) Sets transparency to a uniform grey value in [0,1].voidsetTransparency(float r, float g, float b) Sets transparency colour from RGB components in [0,1].voidsetTransparency(ChannelMap value) voidComputes color of outgoing light ray for given input.static WardsoilDry()static WardsoilWet()static WardMethods inherited from class de.grogra.imp3d.shading.Material
renderLine, renderLineMethods inherited from class de.grogra.imp3d.shading.ColorMapNode
drawImage, getIcon, getIconBounds, getIconSource, getImage, getImage, getImageSource, getInputData, getPreferredIconSize, getRenderedImage, getSizeRatio, isMutable, paintIcon, prepareIcon, renderImageMethods inherited from class de.grogra.imp3d.shading.ChannelMapNode
accept, getFloatValue, getInput, getObjectValue, setInputMethods inherited from class de.grogra.graph.impl.Node
addEdgeBitsTo, addReference, appendBranchNode, appendBranchNode, appendReferencesTo, clone, cloneGraph, dump, dumpTree, dup, dup, dupFrom, dupnew, dupUnmanagedFields, edgeChanged, fieldModified, findAdjacent, findRefinementType, get, getAccessor, getAccessor, getAttributes, getAxisParent, getBoolean, getBranch, getBranchLength, getBranchNode, getBranchTail, getByte, getChar, getCommonAncestor, getCurrentGraphState, getDirectChildCount, getDouble, getEdgeAttributeAccessor, getEdgeAttributes, getEdgeBitsTo, getEdgeTo, getExtentIndex, getFirst, getFirstEdge, getFloat, getGraph, getId, getIgnored, getIndex, getInstantiator, getInt, getLayer, getLong, getManageableType, getName, getNeighbor, getNext, getNType, getObject, getOrCreateEdgeTo, getOrNull, getPersistenceManager, getPredecessor, getProvider, getResolution, getShort, getSource, getStamp, getSuccessor, getSymbol, getSymbolColor, getTarget, getTransaction, getUserField, getUserFieldCount, getXClass, getXData, hasName, initProvider, initXClass, insertBranchNode, insertBranchNode, instantiateGraph, isAncestorOf, isDirection, isEncoarseOf, isExplicitExtentIndex, isManagingInstance, isMarked, isRoot, isSource, isTarget, manageableReadResolve, manageableWriteReplace, paramString, removeAll, removeEdgeBitsTo, removeFromChain, removeFromChain, removeReference, setBranch, setBranch, setExplicitExtentIndex, setExtentIndex, setGraphForDeserialization, setIgnored, setLayer, setMark, setName, setResolution, setSuccessor, setSuccessor, specialEdgeAdded, specialEdgeRefModified, specialEdgeRemoved, toString, writeReplaceMethods inherited from class de.grogra.graph.impl.Edge
addEdgeBits, getBitMark, getEdgeBits, getEdgeKeys, getObjectMark, getSpecialEdgeDescriptor, parseEdgeKeys, remove, removeEdgeBits, setBitMark, setEdgeBits, setObjectMark, testEdgeBitsMethods inherited from class java.lang.Object
equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, waitMethods inherited from interface de.grogra.math.ChannelMap
accept, getFloatValue, getObjectValue, getStampMethods inherited from interface de.grogra.persistence.PersistenceCapable
getBitMark, getObjectMark, setBitMark, setObjectMarkMethods inherited from interface de.grogra.pf.ui.RenderedIcon
getStamp
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Field Details
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DEFAULT_DIFFUSE
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DEFAULT_SPECULAR
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DEFAULT_ROUGHNESS
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DEFAULT_AMBIENT
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DEFAULT_EMISSIVE
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DEFAULT_TRANSPARENCY
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normalizeEnergy
protected boolean normalizeEnergyWhentrueand diffuse+specular+transparency+diffuseTransparency > 1, the four channels are scaled down proportionally so that the maximum channel sum equals 1. Whenfalse(default) only a warning is logged. -
$TYPE
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diffuse$FIELD
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specular$FIELD
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roughness$FIELD
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roughnessV$FIELD
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ambient$FIELD
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emissive$FIELD
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transparency$FIELD
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diffuseTransparency$FIELD
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normalizeEnergy$FIELD
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Constructor Details
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Ward
public Ward()Creates a Ward instance with all channel maps at their defaults (null = use defaults). -
Ward
Creates a Ward shader with the given preset configuration.- Parameters:
preset- the desired material preset
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Ward
Creates a Ward shader with the given diffuse colour and default roughness (0.3).- Parameters:
diffuse- diffuse colour
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Ward
Creates a Ward shader with explicit diffuse colour and isotropic roughness.- Parameters:
diffuse- diffuse colourroughness- isotropic Ward roughness α ∈ [0,1]
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Ward
Creates a Ward shader with explicit diffuse, specular, and isotropic roughness.- Parameters:
diffuse- diffuse colourspecular- specular colourroughness- isotropic Ward roughness α ∈ [0,1]
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Ward
Creates a Ward shader with explicit diffuse, specular, and anisotropic roughness.- Parameters:
diffuse- diffuse colourspecular- specular colourroughnessU- roughness along the dpdu (T) tangent axisroughnessV- roughness along the dpdv (B) tangent axis
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Method Details
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createWard
Creates a Ward instance with a default specular value of 0.3 (grey). -
getAverageColor
public int getAverageColor()Description copied from interface:ScatteringReturns an average color for the scattering entity. This color is used for simplified graphical representations of the corresponding objects.- Specified by:
getAverageColorin interfaceColorMap- Specified by:
getAverageColorin interfaceScattering- Returns:
- an average color in Java's default sRGB color space, encoded as an int (0xAARRGGBB).
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getFlags
public int getFlags()- Specified by:
getFlagsin interfaceScattering
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shade
Description copied from interface:ShaderComputes color of outgoing light ray for given input. The computed value is, for each color component j = R, G, B, the following sum over all incident rays k:∑k |cos θk| BSDFj(ωk, where BSDFj is the bidirectional scattering distribution function (= BRDF + BTDF) at the pointout) ck,jenv.point, ωk and ck the direction and color of ray k, and θk the angle between the surface normal and ωk.The computation may include physically invalid contributions, which may not fit into the formula above, e.g., ambient or emissive light contributions.
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computeMaxRays
public void computeMaxRays(Environment env, Vector3f out, Spectrum outSpec, Ray reflected, Tuple3f refVariance, Ray transmitted, Tuple3f transVariance) Description copied from interface:ShaderComputes, for the given input, the reflected and transmitted importance rays for which the reflection/transmission probability densities (integrated over the spectrum) attain a maximum. The reflection probability density (measured with respect to solid angle) for the outgoing importance direction (i.e., incoming light direction) ω, given a fixed incident directionin, ispr(ω) = cos θ BRDF(ω, where BRDF is the bidirectional reflectivity distribution function, θ the angle between the surface normal and ω, and R the total reflectivity for the incident direction, i.e., the integral over cos θ BRDF(ω,in) / Rin). The transmission probability density is defined correspondingly.The
color-fields are set to the total reflectivity/transparency for the incident direction for each color component R, G, B. Thus, for physically plausible BRDF/BTDF, the component-wise sum ofreflected.colorandtransmitted.colorlies in the interval [0, 1], and the difference to 1 is the amount absorbed.The
colormay be zero if there is no reflected or transmitted ray, respectively, i.e., if the surface is fully transparent, opaque, or absorbing. The origin-fields of the rays will never be set.The computed variances are defined to be, for each color component, (approximations for) the angular mean quadratic deviations of the densities from the returned maximal ray directions. E.g., for perfect reflection/transmission, these variances are zero, whereas for a perfect lambertian reflector, the variance of reflection is ∫ cos θ (1 / π) θ2 dω = (π2 - 4) / 8. This is the value of
Shader.LAMBERTIAN_VARIANCE.The ray properties which are not mentioned are neither used nor modified. These are the origin and its density, and the direction density.
- Specified by:
computeMaxRaysin interfaceShader- Parameters:
env- the environment for scatteringout- the (negated) direction unit vector of the incoming ray (i.e., pointing away from the surface)outSpec- spectrum of incoming rayreflected- the reflected ray with maximal probabilityrefVariance- the angular mean quadratic deviation fromreflectedtransmitted- the transmitted ray with maximal probabilitytransVariance- the angular mean quadratic deviation fromtransmitted
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generateRandomRays
public void generateRandomRays(Environment env, Vector3f out, Spectrum specOut, RayList rays, boolean adjoint, Random rnd) Description copied from interface:ScatteringPseudorandomly generates, for the given input, a set of scattered rays. The scattered rays are generated such that they can be used for a Monte Carlo integration of a function f(ω;ν) over cos θ BSDF(ωi, νi; ωo, νo) in the following way:-
If
adjointisfalse,out= ωo describes the direction of an outgoing light ray. In this case, the integration is with respect to ωi. Let g(ω, ν;out, μ) = BSDF(ω, ν;out, μ) -
Otherwise,
adjointistrue. In this case,out= ωi describes the direction of an outgoing importance ray (an inverse light ray). Now the integration is with respect to ωo. Let g(ω, ν;out, μ) = BSDF(out, μ; ω, ν)
rays.size). Then, for every frequency ν the sum1 / N ∑i si(ν) f(di; ν) is an unbiased estimate for the integral∫ cos θ f(ω; ν) g(ω, ν; θ is the angle between the surface normal and ω. The domain of integration is the whole sphere, since the bidirectional scattering distribution includes both reflection and transmission (BSDF = BRDF + BTDF).out, μ)specOut(μ) dμ dωIf this
Scatteringinstance is in fact aLightsource,adjointistrue, and the BSDF is defined as BSDF(out, μ; ω, ν) = L1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted radiance atenv.point, seeEmitter. In this case,outis not used.If this
Scatteringinstance is in fact aSensor,adjointisfalse, and the BSDF is defined as BSDF(ω, ν;out, μ) = W1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted importance atenv.point, seeEmitter. In this case,outis not used.Let pω be the probability density used for the ray direction (measured with respect to solid angle ω), then the field
directionDensityof the ray i is set to pω(di). For ideal specular reflection or transmission, or for directional lights or sensors, pω is not a regular function, the valuedirectionDensitywill be set to a multiple ofScattering.DELTA_FACTOR.The ray properties which are not mentioned in the given formulas are neither used nor modified. These are the origin and its density.
- Specified by:
generateRandomRaysin interfaceScattering- Parameters:
env- the environment for scatteringout- the direction unit vector of the outgoing ray (i.e., pointing away from the surface)specOut- the spectrum of the outgoing rayrays- the rays to be generatedadjoint- representsouta light ray or an importance ray?rnd- pseudorandom generator- See Also:
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If
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computeBSDF
public float computeBSDF(Environment env, Vector3f in, Spectrum specIn, Vector3f out, boolean adjoint, Spectrum bsdf) Evaluates bidirectional scattering distribution function for given input.The computed spectrum is an integral over the spectrum of the following product:
|cos θ| BSDF(ωi, νi; ωo, νo) where BSDF is the bidirectional scattering distribution function (= BRDF + BTDF) at the pointenv.point, ωi the (negated) direction of the incoming light ray, νi the frequency where the incoming ray is sampled, ωo the direction of the outgoing light ray, νo the frequency where the outgoing ray is sampled, and θ the angle between the surface normal andout.If
adjointisfalse,inandoutdescribe true light rays from light sources to sensors. In this case, ωi =in, ωo =out, and the integral is Otherwise,bsdf(ν) = |cos θ| ∫ BSDF(in, νi;out, ν)specIn(νi) dνiadjointistrue.inandoutthen describe importance rays (inverse light rays from sensors to light sources). In this case, ωi =out, ωo =in, and the integral isbsdf(ν) = |cos θ| ∫ BSDF(out, ν;in, νo)specIn(νo) dνoIf this
Scatteringinstance is in fact aLightsource,adjointisfalse, and the BSDF is defined as BSDF(in, μ; ω, ν) = L1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted radiance atenv.point, seeEmitter. In this case,inis not used.If this
Scatteringinstance is in fact aSensor,adjointistrue, and the BSDF is defined as BSDF(ω, ν;in, μ) = W1(ω, ν) δ(μ - ν), i.e., the directional distribution of the emitted importance atenv.point, seeEmitter. In this case,inis not used.The computation should be physically valid. This excludes, e.g., ambient or emissive light contributions.
The returned value is the value of the probability density pω that would be calculated by
Scattering.generateRandomRays(de.grogra.ray.physics.Environment, javax.vecmath.Vector3f, de.grogra.ray.physics.Spectrum, de.grogra.ray.util.RayList, boolean, java.util.Random)if the ray happened to be one of the randomly generated rays.Evaluates the Ward BRDF. The parameter
outis the sampled (light) direction;inis the view direction. Returns the PDF of samplingoutvia the mixture strategy used bygenerateRandomRays(de.grogra.ray.physics.Environment, javax.vecmath.Vector3f, de.grogra.ray.physics.Spectrum, de.grogra.ray.util.RayList, boolean, java.util.Random).- Specified by:
computeBSDFin interfaceScattering- Parameters:
env- the environment for scatteringin- the (negated) direction unit vector of the incoming ray (i.e., pointing away from the surface)specIn- the spectrum of the incoming rayout- the direction unit vector of the outgoing ray (i.e., pointing away from the surface)adjoint- light ray or importance ray?bsdf- the computed spectrum of the outgoing ray will be placed in here- Returns:
- the value of the probability density for the ray direction
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isTransparent
public boolean isTransparent()Returnstrueif a transparency channel map is set.- Specified by:
isTransparentin interfaceShader
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getImageChannel
- Specified by:
getImageChannelin interfaceColorMapNodeProperty
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setPreset
Applies a preset configuration, overwriting all current field values.- Parameters:
preset- the desired material preset- Returns:
thisfor use as a factory return value
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diffuse
- Returns:
- a new Ward preset for
ShaderPreset.DIFFUSE.
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soilDry
- Returns:
- a new Ward preset for
ShaderPreset.SOIL_DRY.
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soilWet
- Returns:
- a new Ward preset for
ShaderPreset.SOIL_WET.
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mirror
- Returns:
- a new Ward preset for
ShaderPreset.MIRROR.
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polishedMetal
- Returns:
- a new Ward preset for
ShaderPreset.POLISHED_METAL.
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brushedMetal
- Returns:
- a new Ward preset for
ShaderPreset.BRUSHED_METAL.
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glass
- Returns:
- a new Ward preset for
ShaderPreset.GLASS.
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plasticFilm
- Returns:
- a new Ward preset for
ShaderPreset.PLASTIC_FILM.
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diffuser
- Returns:
- a new Ward preset for
ShaderPreset.DIFFUSER.
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leafAdaxial
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_ADAXIAL.
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leafAbaxial
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_ABAXIAL.
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leafDry
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_DRY.
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greenhouseGlass
- Returns:
- a new Ward preset for
ShaderPreset.GREENHOUSE_GLASS.
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retroreflector
- Returns:
- a new Ward preset for
ShaderPreset.RETROREFLECTOR.
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sand
- Returns:
- a new Ward preset for
ShaderPreset.SAND.
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concrete
- Returns:
- a new Ward preset for
ShaderPreset.CONCRETE.
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diffusingPlastic
- Returns:
- a new Ward preset for
ShaderPreset.DIFFUSING_PLASTIC.
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aluminiumGreenhouse
- Returns:
- a new Ward preset for
ShaderPreset.ALUMINIUM_GREENHOUSE.
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whitePlastic
- Returns:
- a new Ward preset for
ShaderPreset.WHITE_PLASTIC.
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leafRice
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_RICE.
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leafBarley
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_BARLEY.
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leafWheat
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_WHEAT.
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leafCotton
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_COTTON.
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leafMaize
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_MAIZE.
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leafJuvenile
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_JUVENILE.
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leafSenescent
- Returns:
- a new Ward preset for
ShaderPreset.LEAF_SENESCENT.
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setDiffuse
public void setDiffuse(float r, float g, float b) Sets diffuse colour from RGB components in [0,1]. -
setDiffuse
public void setDiffuse(float v) Sets diffuse colour to a uniform grey value in [0,1]. -
setSpecular
public void setSpecular(float r, float g, float b) Sets specular colour from RGB components in [0,1]. -
setSpecular
public void setSpecular(float v) Sets specular colour to a uniform grey value in [0,1]. -
setRoughness
public void setRoughness(float v) Sets isotropic Ward roughness α ∈ [0,1] (sets both axes). -
setRoughnessV
public void setRoughnessV(float v) Sets the secondary (dpdv) roughness α_v ∈ [0,1] for anisotropic rendering. -
setTransparency
public void setTransparency(float r, float g, float b) Sets transparency colour from RGB components in [0,1]. -
setTransparency
public void setTransparency(float v) Sets transparency to a uniform grey value in [0,1]. -
setDiffuseTransparency
public void setDiffuseTransparency(float r, float g, float b) Sets diffuse transmission colour from RGB components in [0,1]. -
setDiffuseTransparency
public void setDiffuseTransparency(float v) Sets diffuse transmission to a uniform grey value in [0,1]. -
clone
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accept
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accept
- Overrides:
acceptin classChannelMapNode
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getNTypeImpl
Description copied from class:NodeThis method returns theNode.NTypewhich describes the managed fields of the class of this node. This method has to be implemented in every concrete subclass.- Overrides:
getNTypeImplin classNode- Returns:
- type describing the managed fields of the class of this node
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newInstance
Description copied from class:NodeThis method returns a new instance of the class of this node. This method has to be implemented in every concrete subclass.- Overrides:
newInstancein classNode- Returns:
- new instance of class of this node
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isNormalizeEnergy
public boolean isNormalizeEnergy() -
setNormalizeEnergy
public void setNormalizeEnergy(boolean value) -
getDiffuse
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setDiffuse
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getSpecular
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setSpecular
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getRoughness
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setRoughness
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getRoughnessV
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setRoughnessV
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getAmbient
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setAmbient
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getEmissive
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setEmissive
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getTransparency
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setTransparency
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getDiffuseTransparency
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setDiffuseTransparency
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