[automated] Updating /docs due to commit 23ee4de

Full commit hash is 23ee4deeab

DOCS_ALLOW_DIRECT_EDITS
This commit is contained in:
Filament Bot
2026-03-31 21:24:01 +00:00
parent 23ee4deeab
commit da836c8288
7 changed files with 77 additions and 39 deletions

View File

@@ -81,6 +81,8 @@ in table [standardProperties].
**roughness** | Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections
**metallic** | Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1)
**reflectance** | Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections
**specularFactor** | Scales the amount of specular reflection for non-metallic surfaces
**specularColorFactor** | Color of the specular reflection for non-metallic surfaces
**ambientOcclusion** | Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0
**clearCoat** | Strength of the clear coat layer
**clearCoatRoughness** | Perceived smoothness or roughness of the clear coat layer
@@ -110,6 +112,8 @@ The type and range of each property is described in table [standardPropertiesTyp
**metallic** | float | [0..1] | Should be 0 or 1
**roughness** | float | [0..1] |
**reflectance** | float | [0..1] | Prefer values > 0.35
**specularFactor** | float | [0..1] | Optional, defaults to 1.0
**specularColorFactor** | float3 | [0..1] | Linear RGB, defaults to 1.0
**sheenColor** | float3 | [0..1] | Linear RGB
**sheenRoughness** | float | [0..1] |
**clearCoat** | float | [0..1] | Should be 0 or 1
@@ -304,6 +308,20 @@ it easy to define from a texture.
See section [Index of refraction] for more information about the `ior` property and refractive
indices.
### Specular factor
The `specularFactor` property scales the amount of specular reflection for non-metallic surfaces.
This property is often used to implement the `KHR_materials_specular` glTF extension. This value
scales the Fresnel reflectance at normal incidence (F0), which is also computed from the
`reflectance` property. It also sets the Fresnel reflectance at grazing angles (F90).
### Specular color factor
The `specularColorFactor` property defines the color of the specular reflection for non-metallic
surfaces. This property is often used to implement the `KHR_materials_specular` glTF extension. This
value scales the Fresnel reflectance at normal incidence (F0), which is also computed from the
`reflectance` property.
### Sheen color
The sheen color controls the color appearance and strength of an optional sheen layer on top of the

View File

@@ -198,23 +198,25 @@ counter-increment: h6;margin-right:10px}
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/metals" class="level3"><span class="tocNumber">3.1.5&nbsp; </span>Metals</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/refraction" class="level3"><span class="tocNumber">3.1.6&nbsp; </span>Refraction</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/reflectance" class="level3"><span class="tocNumber">3.1.7&nbsp; </span>Reflectance</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/sheencolor" class="level3"><span class="tocNumber">3.1.8&nbsp; </span>Sheen color</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/sheenroughness" class="level3"><span class="tocNumber">3.1.9&nbsp; </span>Sheen roughness</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/clearcoat" class="level3"><span class="tocNumber">3.1.10&nbsp; </span>Clear coat</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/clearcoatroughness" class="level3"><span class="tocNumber">3.1.11&nbsp; </span>Clear coat roughness</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/anisotropy" class="level3"><span class="tocNumber">3.1.12&nbsp; </span>Anisotropy</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/anisotropydirection" class="level3"><span class="tocNumber">3.1.13&nbsp; </span>Anisotropy direction</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/ambientocclusion" class="level3"><span class="tocNumber">3.1.14&nbsp; </span>Ambient occlusion</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/normal" class="level3"><span class="tocNumber">3.1.15&nbsp; </span>Normal</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/bentnormal" class="level3"><span class="tocNumber">3.1.16&nbsp; </span>Bent normal</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/clearcoatnormal" class="level3"><span class="tocNumber">3.1.17&nbsp; </span>Clear coat normal</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/emissive" class="level3"><span class="tocNumber">3.1.18&nbsp; </span>Emissive</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/post-lightingcolor" class="level3"><span class="tocNumber">3.1.19&nbsp; </span>Post-lighting color</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/indexofrefraction" class="level3"><span class="tocNumber">3.1.20&nbsp; </span>Index of refraction</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/transmission" class="level3"><span class="tocNumber">3.1.21&nbsp; </span>Transmission</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/absorption" class="level3"><span class="tocNumber">3.1.22&nbsp; </span>Absorption</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/micro-thicknessandthickness" class="level3"><span class="tocNumber">3.1.23&nbsp; </span>Micro-thickness and thickness</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/dispersion" class="level3"><span class="tocNumber">3.1.24&nbsp; </span>Dispersion</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/specularfactor" class="level3"><span class="tocNumber">3.1.8&nbsp; </span>Specular factor</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/specularcolorfactor" class="level3"><span class="tocNumber">3.1.9&nbsp; </span>Specular color factor</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/sheencolor" class="level3"><span class="tocNumber">3.1.10&nbsp; </span>Sheen color</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/sheenroughness" class="level3"><span class="tocNumber">3.1.11&nbsp; </span>Sheen roughness</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/clearcoat" class="level3"><span class="tocNumber">3.1.12&nbsp; </span>Clear coat</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/clearcoatroughness" class="level3"><span class="tocNumber">3.1.13&nbsp; </span>Clear coat roughness</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/anisotropy" class="level3"><span class="tocNumber">3.1.14&nbsp; </span>Anisotropy</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/anisotropydirection" class="level3"><span class="tocNumber">3.1.15&nbsp; </span>Anisotropy direction</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/ambientocclusion" class="level3"><span class="tocNumber">3.1.16&nbsp; </span>Ambient occlusion</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/normal" class="level3"><span class="tocNumber">3.1.17&nbsp; </span>Normal</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/bentnormal" class="level3"><span class="tocNumber">3.1.18&nbsp; </span>Bent normal</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/clearcoatnormal" class="level3"><span class="tocNumber">3.1.19&nbsp; </span>Clear coat normal</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/emissive" class="level3"><span class="tocNumber">3.1.20&nbsp; </span>Emissive</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/post-lightingcolor" class="level3"><span class="tocNumber">3.1.21&nbsp; </span>Post-lighting color</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/indexofrefraction" class="level3"><span class="tocNumber">3.1.22&nbsp; </span>Index of refraction</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/transmission" class="level3"><span class="tocNumber">3.1.23&nbsp; </span>Transmission</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/absorption" class="level3"><span class="tocNumber">3.1.24&nbsp; </span>Absorption</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/micro-thicknessandthickness" class="level3"><span class="tocNumber">3.1.25&nbsp; </span>Micro-thickness and thickness</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/litmodel/dispersion" class="level3"><span class="tocNumber">3.1.26&nbsp; </span>Dispersion</a><br/>
&nbsp;&nbsp;<a href="#materialmodels/subsurfacemodel" class="level2"><span class="tocNumber">3.2&nbsp; </span>Subsurface model</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/subsurfacemodel/thickness" class="level3"><span class="tocNumber">3.2.1&nbsp; </span>Thickness</a><br/>
&nbsp;&nbsp;&nbsp;&nbsp;<a href="#materialmodels/subsurfacemodel/subsurfacecolor" class="level3"><span class="tocNumber">3.2.2&nbsp; </span>Subsurface color</a><br/>
@@ -377,6 +379,8 @@ in <a href="#table_standardproperties">table&nbsp;1</a>.
<tr><td style="text-align:right"> <strong class="asterisk">roughness</strong> </td><td style="text-align:left"> Perceived smoothness (1.0) or roughness (0.0) of a surface. Smooth surfaces exhibit sharp reflections </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">metallic</strong> </td><td style="text-align:left"> Whether a surface appears to be dielectric (0.0) or conductor (1.0). Often used as a binary value (0 or 1) </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">reflectance</strong> </td><td style="text-align:left"> Fresnel reflectance at normal incidence for dielectric surfaces. This directly controls the strength of the reflections </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">specularFactor</strong> </td><td style="text-align:left"> Scales the amount of specular reflection for non-metallic surfaces </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">specularColorFactor</strong> </td><td style="text-align:left"> Color of the specular reflection for non-metallic surfaces </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">ambientOcclusion</strong> </td><td style="text-align:left"> Defines how much of the ambient light is accessible to a surface point. It is a per-pixel shadowing factor between 0.0 and 1.0 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoat</strong> </td><td style="text-align:left"> Strength of the clear coat layer </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoatRoughness</strong> </td><td style="text-align:left"> Perceived smoothness or roughness of the clear coat layer </td></tr>
@@ -405,6 +409,8 @@ The type and range of each property is described in <a href="#table_standardprop
<tr><td style="text-align:right"> <strong class="asterisk">metallic</strong> </td><td style="text-align:center"> float </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> Should be 0 or 1 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">roughness</strong> </td><td style="text-align:center"> float </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> &nbsp; </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">reflectance</strong> </td><td style="text-align:center"> float </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> Prefer values > 0.35 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">specularFactor</strong> </td><td style="text-align:center"> float </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> Optional, defaults to 1.0 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">specularColorFactor</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> Linear RGB, defaults to 1.0 </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenColor</strong> </td><td style="text-align:center"> float3 </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> Linear RGB </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">sheenRoughness</strong> </td><td style="text-align:center"> float </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> &nbsp; </td></tr>
<tr><td style="text-align:right"> <strong class="asterisk">clearCoat</strong> </td><td style="text-align:center"> float </td><td style="text-align:center"> [0..1] </td><td style="text-align:left"> Should be 0 or 1 </td></tr>
@@ -592,10 +598,24 @@ impossible materials, however, this might be desirable for artistic reasons.
The <code>reflectance</code> property is designed as a normalized property in the range 0..1 which makes
it easy to define from a texture.
</p><p>
See section <a href="#toc3.1.20">3.1.20</a> for more information about the <code>ior</code> property and refractive
See section <a href="#toc3.1.22">3.1.22</a> for more information about the <code>ior</code> property and refractive
indices.
</p>
<a class="target" name="sheencolor">&nbsp;</a><a class="target" name="materialmodels/litmodel/sheencolor">&nbsp;</a><a class="target" name="toc3.1.8">&nbsp;</a><h3 id="sheen-color"><a class="header" href="#sheen-color">Sheen color</a></h3>
<a class="target" name="specularfactor">&nbsp;</a><a class="target" name="materialmodels/litmodel/specularfactor">&nbsp;</a><a class="target" name="toc3.1.8">&nbsp;</a><h3 id="specular-factor"><a class="header" href="#specular-factor">Specular factor</a></h3>
<p>
<p>The <code>specularFactor</code> property scales the amount of specular reflection for non-metallic surfaces.
This property is often used to implement the <code>KHR_materials_specular</code> glTF extension. This value
scales the Fresnel reflectance at normal incidence (F0), which is also computed from the
<code>reflectance</code> property. It also sets the Fresnel reflectance at grazing angles (F90).</p>
</p>
<a class="target" name="specularcolorfactor">&nbsp;</a><a class="target" name="materialmodels/litmodel/specularcolorfactor">&nbsp;</a><a class="target" name="toc3.1.9">&nbsp;</a><h3 id="specular-color-factor"><a class="header" href="#specular-color-factor">Specular color factor</a></h3>
<p>
<p>The <code>specularColorFactor</code> property defines the color of the specular reflection for non-metallic
surfaces. This property is often used to implement the <code>KHR_materials_specular</code> glTF extension. This
value scales the Fresnel reflectance at normal incidence (F0), which is also computed from the
<code>reflectance</code> property.</p>
</p>
<a class="target" name="sheencolor">&nbsp;</a><a class="target" name="materialmodels/litmodel/sheencolor">&nbsp;</a><a class="target" name="toc3.1.10">&nbsp;</a><h3 id="sheen-color"><a class="header" href="#sheen-color">Sheen color</a></h3>
<p>
<p>The sheen color controls the color appearance and strength of an optional sheen layer on top of the
base layer described by the properties above. The sheen layer always sits below the clear coat layer
@@ -613,7 +633,7 @@ The effect of <code>sheenColor</code> is shown in <a href="#figure_materialsheen
create a cloth-like or fabric-like appearance, it is more efficient to use the dedicated cloth
model described in section <a href="#toc3.3">3.3</a>.</div>
</p>
<a class="target" name="sheenroughness">&nbsp;</a><a class="target" name="materialmodels/litmodel/sheenroughness">&nbsp;</a><a class="target" name="toc3.1.9">&nbsp;</a><h3 id="sheen-roughness"><a class="header" href="#sheen-roughness">Sheen roughness</a></h3>
<a class="target" name="sheenroughness">&nbsp;</a><a class="target" name="materialmodels/litmodel/sheenroughness">&nbsp;</a><a class="target" name="toc3.1.11">&nbsp;</a><h3 id="sheen-roughness"><a class="header" href="#sheen-roughness">Sheen roughness</a></h3>
<p>
<p>The <code>sheenRoughness</code> property is similar to the <code>roughness</code> property but applies only to the
sheen layer.</p>
@@ -625,7 +645,7 @@ The effect of <code>sheenRoughness</code> on a rough metal is shown in <a href="
<center><div class="image" style=""><a href="../images/materials/sheen_roughness.png" target="_blank"><img class="markdeep" src="../images/materials/sheen_roughness.png" /></a><center><span class="imagecaption"><a class="target" name="figure_sheenroughnessproperty">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;8:</b> <code>sheenRoughness</code> varying from 0.0
(left) to 1.0 (right)</span></center></div></center>
</p>
<a class="target" name="clearcoat">&nbsp;</a><a class="target" name="materialmodels/litmodel/clearcoat">&nbsp;</a><a class="target" name="toc3.1.10">&nbsp;</a><h3 id="clear-coat"><a class="header" href="#clear-coat">Clear coat</a></h3>
<a class="target" name="clearcoat">&nbsp;</a><a class="target" name="materialmodels/litmodel/clearcoat">&nbsp;</a><a class="target" name="toc3.1.12">&nbsp;</a><h3 id="clear-coat"><a class="header" href="#clear-coat">Clear coat</a></h3>
<p>
<p>Multi-layer materials are fairly common, particularly materials with a thin translucent
layer over a base layer. Real world examples of such materials include car paints, soda cans,
@@ -652,7 +672,7 @@ The effect of <code>clearCoat</code> on a rough metal is shown in <a href="#figu
</p><p>
<div class="admonition note">The clear coat layer is added on top of the sheen layer if present.</div>
</p>
<a class="target" name="clearcoatroughness">&nbsp;</a><a class="target" name="materialmodels/litmodel/clearcoatroughness">&nbsp;</a><a class="target" name="toc3.1.11">&nbsp;</a><h3 id="clear-coat-roughness"><a class="header" href="#clear-coat-roughness">Clear coat roughness</a></h3>
<a class="target" name="clearcoatroughness">&nbsp;</a><a class="target" name="materialmodels/litmodel/clearcoatroughness">&nbsp;</a><a class="target" name="toc3.1.13">&nbsp;</a><h3 id="clear-coat-roughness"><a class="header" href="#clear-coat-roughness">Clear coat roughness</a></h3>
<p>
<p>The <code>clearCoatRoughness</code> property is similar to the <code>roughness</code> property but applies only to the
clear coat layer.</p>
@@ -663,7 +683,7 @@ The effect of <code>clearCoatRoughness</code> on a rough metal is shown in <a hr
<center><div class="image" style=""><a href="../images/materials/clear_coat_roughness.png" target="_blank"><img class="markdeep" src="../images/materials/clear_coat_roughness.png" /></a><center><span class="imagecaption"><a class="target" name="figure_clearcoatroughnessproperty">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;11:</b> <code>clearCoatRoughness</code> varying from 0.0
(left) to 1.0 (right)</span></center></div></center>
</p>
<a class="target" name="anisotropy">&nbsp;</a><a class="target" name="materialmodels/litmodel/anisotropy">&nbsp;</a><a class="target" name="toc3.1.12">&nbsp;</a><h3 id="anisotropy"><a class="header" href="#anisotropy">Anisotropy</a></h3>
<a class="target" name="anisotropy">&nbsp;</a><a class="target" name="materialmodels/litmodel/anisotropy">&nbsp;</a><a class="target" name="toc3.1.14">&nbsp;</a><h3 id="anisotropy"><a class="header" href="#anisotropy">Anisotropy</a></h3>
<p>
<p>Many real-world materials, such as brushed metal, can only be replicated using an anisotropic
reflectance model. A material can be changed from the default isotropic model to an anisotropic
@@ -688,7 +708,7 @@ tangent direction and negative values in the bitangent direction.
<div class="admonition tip">The anisotropic material model is slightly more expensive than the standard material model. Do
not assign a value (even 0.0) to the <code>anisotropy</code> property if you don't need anisotropy.</div>
</p>
<a class="target" name="anisotropydirection">&nbsp;</a><a class="target" name="materialmodels/litmodel/anisotropydirection">&nbsp;</a><a class="target" name="toc3.1.13">&nbsp;</a><h3 id="anisotropy-direction"><a class="header" href="#anisotropy-direction">Anisotropy direction</a></h3>
<a class="target" name="anisotropydirection">&nbsp;</a><a class="target" name="materialmodels/litmodel/anisotropydirection">&nbsp;</a><a class="target" name="toc3.1.15">&nbsp;</a><h3 id="anisotropy-direction"><a class="header" href="#anisotropy-direction">Anisotropy direction</a></h3>
<p>
<p>The <code>anisotropyDirection</code> property defines the direction of the surface at a given point and thus
control the shape of the specular highlights. It is specified as vector of 3 values that usually
@@ -706,7 +726,7 @@ in <a href="#figure_anisotropydirectionproperty">figure&nbsp;16</a>.
</p><p>
<center><div class="image" style=""><a href="../images/screenshot_anisotropy_map.jpg" target="_blank"><img class="markdeep" src="../images/screenshot_anisotropy_map.jpg" /></a><center><span class="imagecaption"><a class="target" name="figure_anisotropydirectionproperty">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;16:</b> Example of Lighting: specularAmbientOcclusiona direction map</span></center></div></center>
</p>
<a class="target" name="ambientocclusion">&nbsp;</a><a class="target" name="materialmodels/litmodel/ambientocclusion">&nbsp;</a><a class="target" name="toc3.1.14">&nbsp;</a><h3 id="ambient-occlusion"><a class="header" href="#ambient-occlusion">Ambient occlusion</a></h3>
<a class="target" name="ambientocclusion">&nbsp;</a><a class="target" name="materialmodels/litmodel/ambientocclusion">&nbsp;</a><a class="target" name="toc3.1.16">&nbsp;</a><h3 id="ambient-occlusion"><a class="header" href="#ambient-occlusion">Ambient occlusion</a></h3>
<p>
<p>The <code>ambientOcclusion</code> property defines how much of the ambient light is accessible to a surface
point. It is a per-pixel shadowing factor between 0.0 (fully shadowed) and 1.0 (fully lit). This
@@ -716,7 +736,7 @@ directional, point and spot lights, nor specular lighting.</p>
<center><div class="image" style=""><a href="../images/screenshot_ao.jpg" target="_blank"><img class="markdeep" src="../images/screenshot_ao.jpg" /></a><center><span class="imagecaption"><a class="target" name="figure_aoexample">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;17:</b> Comparison of materials without diffuse ambient occlusion
(left) and with (right)</span></center></div></center>
</p>
<a class="target" name="normal">&nbsp;</a><a class="target" name="materialmodels/litmodel/normal">&nbsp;</a><a class="target" name="toc3.1.15">&nbsp;</a><h3 id="normal"><a class="header" href="#normal">Normal</a></h3>
<a class="target" name="normal">&nbsp;</a><a class="target" name="materialmodels/litmodel/normal">&nbsp;</a><a class="target" name="toc3.1.17">&nbsp;</a><h3 id="normal"><a class="header" href="#normal">Normal</a></h3>
<p>
<p>The <code>normal</code> property defines the normal of the surface at a given point. It usually comes from a
<em class="underscore">normal map</em> texture, which allows to vary the property per-pixel. The normal is supplied in tangent
@@ -734,7 +754,7 @@ and with (right)</span></center></div></center>
</p><p>
<div class="admonition warning">Using a normal map increases the runtime cost of the material model.</div>
</p>
<a class="target" name="bentnormal">&nbsp;</a><a class="target" name="materialmodels/litmodel/bentnormal">&nbsp;</a><a class="target" name="toc3.1.16">&nbsp;</a><h3 id="bent-normal"><a class="header" href="#bent-normal">Bent normal</a></h3>
<a class="target" name="bentnormal">&nbsp;</a><a class="target" name="materialmodels/litmodel/bentnormal">&nbsp;</a><a class="target" name="toc3.1.18">&nbsp;</a><h3 id="bent-normal"><a class="header" href="#bent-normal">Bent normal</a></h3>
<p>
<p>The <code>bentNormal</code> property defines the average unoccluded direction at a point on the surface. It is
used to improve the accuracy of indirect lighting. Bent normals can also improve the quality of
@@ -748,7 +768,7 @@ instance.
<center><div class="image" style=""><a href="../images/material_bent_normal.gif" target="_blank"><img class="markdeep" src="../images/material_bent_normal.gif" /></a><center><span class="imagecaption"><a class="target" name="figure_bentnormalmapped">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;19:</b> Example of a model rendered with and without a bent normal map. Both
versions use the same ambient occlusion map.</span></center></div></center>
</p>
<a class="target" name="clearcoatnormal">&nbsp;</a><a class="target" name="materialmodels/litmodel/clearcoatnormal">&nbsp;</a><a class="target" name="toc3.1.17">&nbsp;</a><h3 id="clear-coat-normal"><a class="header" href="#clear-coat-normal">Clear coat normal</a></h3>
<a class="target" name="clearcoatnormal">&nbsp;</a><a class="target" name="materialmodels/litmodel/clearcoatnormal">&nbsp;</a><a class="target" name="toc3.1.19">&nbsp;</a><h3 id="clear-coat-normal"><a class="header" href="#clear-coat-normal">Clear coat normal</a></h3>
<p>
<p>The <code>clearCoatNormal</code> property defines the normal of the clear coat layer at a given point. It
behaves otherwise like the <code>normal</code> property.</p>
@@ -758,7 +778,7 @@ map and a surface normal map</span></center></div></center>
</p><p>
<div class="admonition warning">Using a clear coat normal map increases the runtime cost of the material model.</div>
</p>
<a class="target" name="emissive">&nbsp;</a><a class="target" name="materialmodels/litmodel/emissive">&nbsp;</a><a class="target" name="toc3.1.18">&nbsp;</a><h3 id="emissive"><a class="header" href="#emissive">Emissive</a></h3>
<a class="target" name="emissive">&nbsp;</a><a class="target" name="materialmodels/litmodel/emissive">&nbsp;</a><a class="target" name="toc3.1.20">&nbsp;</a><h3 id="emissive"><a class="header" href="#emissive">Emissive</a></h3>
<p>
<p>The <code>emissive</code> property can be used to simulate additional light emitted by the surface. It is
defined as a <code>float4</code> value that contains an RGB intensity in nits as well as an exposure
@@ -777,7 +797,7 @@ force an emissive surface to bloom. When the exposure weight is set to 0, the em
not affected by the camera exposure. When the weight is set to 1, the intensity is multiplied by
the camera exposure like with any regular light.
</p>
<a class="target" name="post-lightingcolor">&nbsp;</a><a class="target" name="materialmodels/litmodel/post-lightingcolor">&nbsp;</a><a class="target" name="toc3.1.19">&nbsp;</a><h3 id="post-lighting-color"><a class="header" href="#post-lighting-color">Post-lighting color</a></h3>
<a class="target" name="post-lightingcolor">&nbsp;</a><a class="target" name="materialmodels/litmodel/post-lightingcolor">&nbsp;</a><a class="target" name="toc3.1.21">&nbsp;</a><h3 id="post-lighting-color"><a class="header" href="#post-lighting-color">Post-lighting color</a></h3>
<p>
<p>The <code>postLightingColor</code> can be used to modify the surface color after lighting computations. This
property has no physical meaning and only exists to implement specific effects or to help with
@@ -791,7 +811,7 @@ this option for more information.
<div class="admonition tip"><code>postLightingColor</code> can be used as a simpler <code>emissive</code> property by setting
<code>postLightingBlending</code> to <code>add</code> and by providing an RGB color with alpha set to <code>0.0</code>.</div>
</p>
<a class="target" name="indexofrefraction">&nbsp;</a><a class="target" name="materialmodels/litmodel/indexofrefraction">&nbsp;</a><a class="target" name="toc3.1.20">&nbsp;</a><h3 id="index-of-refraction"><a class="header" href="#index-of-refraction">Index of refraction</a></h3>
<a class="target" name="indexofrefraction">&nbsp;</a><a class="target" name="materialmodels/litmodel/indexofrefraction">&nbsp;</a><a class="target" name="toc3.1.22">&nbsp;</a><h3 id="index-of-refraction"><a class="header" href="#index-of-refraction">Index of refraction</a></h3>
<p>
<p>The <code>ior</code> property only affects non-metallic surfaces. This property can be used to control the
index of refraction and the specular intensity of materials. The <code>ior</code> property is intended to
@@ -844,7 +864,7 @@ See the <a href="#reflectance">Reflectance</a> section for more information on t
light, creating a diffusion effect useful to recreate &ldquo;blurry&rdquo; appearances such as frosted
glass, certain plastics, etc.</div>
</p>
<a class="target" name="transmission">&nbsp;</a><a class="target" name="materialmodels/litmodel/transmission">&nbsp;</a><a class="target" name="toc3.1.21">&nbsp;</a><h3 id="transmission"><a class="header" href="#transmission">Transmission</a></h3>
<a class="target" name="transmission">&nbsp;</a><a class="target" name="materialmodels/litmodel/transmission">&nbsp;</a><a class="target" name="toc3.1.23">&nbsp;</a><h3 id="transmission"><a class="header" href="#transmission">Transmission</a></h3>
<p>
<p>The <code>transmission</code> property defines what ratio of diffuse light is transmitted through a refractive
material. This property only affects materials with a <code>refractionMode</code> set to <code>cubemap</code> or
@@ -864,7 +884,7 @@ The effect of <code>transmission</code> on a glossy dielectric (<code>ior</code>
<div class="admonition tip">The <code>transmission</code> property is useful to create decals, paint, etc. at the surface of refractive
materials.</div>
</p>
<a class="target" name="absorption">&nbsp;</a><a class="target" name="materialmodels/litmodel/absorption">&nbsp;</a><a class="target" name="toc3.1.22">&nbsp;</a><h3 id="absorption"><a class="header" href="#absorption">Absorption</a></h3>
<a class="target" name="absorption">&nbsp;</a><a class="target" name="materialmodels/litmodel/absorption">&nbsp;</a><a class="target" name="toc3.1.24">&nbsp;</a><h3 id="absorption"><a class="header" href="#absorption">Absorption</a></h3>
<p>
<p>The <code>absorption</code> property defines the absorption coefficients of light transmitted through the
material. <a href="#figure_absorptionexample">Figure 24</a> shows the effect of <code>absorption</code> on a refracting object with
@@ -901,7 +921,7 @@ $$absorption = -\frac{ln(transmittanceColor)}{atDistance}$$
While this computation can be done in the material itself we recommend doing it offline whenever
possible. Filament provides an API for this purpose, <code>Color::absorptionAtDistance()</code>.
</p>
<a class="target" name="micro-thicknessandthickness">&nbsp;</a><a class="target" name="materialmodels/litmodel/micro-thicknessandthickness">&nbsp;</a><a class="target" name="toc3.1.23">&nbsp;</a><h3 id="micro-thickness-and-thickness"><a class="header" href="#micro-thickness-and-thickness">Micro-thickness and thickness</a></h3>
<a class="target" name="micro-thicknessandthickness">&nbsp;</a><a class="target" name="materialmodels/litmodel/micro-thicknessandthickness">&nbsp;</a><a class="target" name="toc3.1.25">&nbsp;</a><h3 id="micro-thickness-and-thickness"><a class="header" href="#micro-thickness-and-thickness">Micro-thickness and thickness</a></h3>
<p>
<p>The <code>microThickness</code> and <code>thickness</code> properties define the optical depth of the material of a
refracting object. <code>microThickness</code> is used when <code>refractionType</code> is set to <code>thin</code>, and <code>thickness</code>
@@ -934,7 +954,7 @@ the <code>refractionType</code> is set to <code>solid</code> and <code>absorptio
<center><div class="image" style=""><a href="../images/material_thickness.png" target="_blank"><img class="markdeep" src="../images/material_thickness.png" /></a><center><span class="imagecaption"><a class="target" name="figure_varyingthickness">&nbsp;</a><b style="font-style:normal;">Figure&nbsp;27:</b> <code>thickness</code> varying from 0.0 at the top of the prism to 3.0 at the
bottom of the prism</span></center></div></center>
</p>
<a class="target" name="dispersion">&nbsp;</a><a class="target" name="materialmodels/litmodel/dispersion">&nbsp;</a><a class="target" name="toc3.1.24">&nbsp;</a><h3 id="dispersion"><a class="header" href="#dispersion">Dispersion</a></h3>
<a class="target" name="dispersion">&nbsp;</a><a class="target" name="materialmodels/litmodel/dispersion">&nbsp;</a><a class="target" name="toc3.1.26">&nbsp;</a><h3 id="dispersion"><a class="header" href="#dispersion">Dispersion</a></h3>
<p>
<p>The dispersion property controls the angular separation of colors transmitting through a relatively
clear volume. It can only be used when <code>refractionType</code> is set to <code>volume</code>.

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long

Binary file not shown.