this is because for solids we're also handling both interfaces in one go (as opposed to calculate the actual btdf), and roughness should depend on the ior. Also rename some variables for less confusion (we now use incident(I)/refracted(R)).
39 lines
924 B
Plaintext
39 lines
924 B
Plaintext
# Blender v2.81 (sub 16) OBJ File: ''
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# www.blender.org
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o Cube_Cube.003
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v -1.000000 -1.000000 -0.035862
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v -1.000000 1.000000 -0.035862
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v -1.000000 -1.000000 0.035862
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v -1.000000 1.000000 0.035862
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v 1.000000 -1.000000 -0.035862
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v 1.000000 1.000000 -0.035862
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v 1.000000 -1.000000 0.035862
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v 1.000000 1.000000 0.035862
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vt 0.375000 0.000000
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vt 0.375000 0.250000
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vt 0.625000 0.250000
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vt 0.625000 0.000000
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vt 0.375000 0.500000
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vt 0.625000 0.500000
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vt 0.375000 0.750000
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vt 0.625000 0.750000
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vt 0.375000 1.000000
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vt 0.625000 1.000000
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vt 0.125000 0.500000
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vt 0.125000 0.750000
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vt 0.875000 0.750000
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vt 0.875000 0.500000
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vn -1.0000 0.0000 0.0000
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vn 0.0000 0.0000 1.0000
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vn 1.0000 0.0000 0.0000
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vn 0.0000 0.0000 -1.0000
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vn 0.0000 -1.0000 0.0000
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vn 0.0000 1.0000 0.0000
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s off
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f 1/1/1 3/2/1 4/3/1 2/4/1
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f 3/2/2 7/5/2 8/6/2 4/3/2
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f 7/5/3 5/7/3 6/8/3 8/6/3
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f 5/7/4 1/9/4 2/10/4 6/8/4
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f 3/11/5 1/12/5 5/7/5 7/5/5
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f 8/6/6 6/8/6 2/13/6 4/14/6
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