MaterialShading
MaterialShading["material"]
is a three-dimensional graphics directive specifying that surfaces that follow are to be drawn with the material "material" appearance.
MaterialShading[{"material",col}]
uses the specified color col as the base color.
MaterialShading[parm1val1,parm2val2,…]
uses the specified parameters parms.
Details
- MaterialShading is also known as physically based shading or PBR shader.
- MaterialShading is typically used to render surfaces in a way that models some key aspect of light and material interaction in the real world.
- MaterialShading["material"] specifies that reflectance on the surface should well approximate optical properties of the material "material".
- Possible materials include:
- MaterialShading[{"material",col}] specifies the base color for the material "material".
- MaterialShading[<parm1val1,… >] specifies that reflectance on the surface should approximate the reflectance equation based on physical, geometric and lighting properties parmi.
- Possible color parameters parmi of the material include:
-
"BaseColor" base color of the material "EmissionColor" color of the light emitted accross the surface "SpecularColor" color of the light of a specular reflection - Values vali for color parameters parmi can be given in the following forms:
-
col a color Texture[image] a 2D texture based on an image {…,s} fraction of the color contribution to the final color - Possible physical parameters parmi include:
-
"MetallicCoefficient" metallic coefficient of the materal surface "RoughnessCoefficient" roughness coefficient of the materal surface - Values vali for physical parameters parmi can be given in the following forms:
-
s fraction of the property on the surface Texture[image] a 2D texture based on an image - Possible geometric parameters parmi include:
-
"SurfaceNormals" normal vectors of the surface - Values vali for geometric parameters parmi can be given in the following forms:
-
Texture[image] a 2D texture based on an image {…,s} fraction of surface normals - Possible parameters parmi of the clear coat covering of the material include:
-
"CoatColor" color of the coat covering "CoatRoughnessCoefficient" roughness cooefficient of the coat covering - Possible anisotropy parameters parmi include:
-
"SpecularAnisotropyCoefficient" anisotropy coefficient of specular reflection "CoatAnisotropyCofficient" anisotropy coefficient of coat reflection - Values vali for anisotropy parameters parmi can be given in the following forms:
-
s fraction of the reflection with respect to the view angle {s,θ} rotation of the reflection - Possible parameters parmi of the material at grazing angles include:
-
"SheenColor" color of the light of reflections "SheenRoughnessCoefficient" roughness coefficient - Possible light parameters parmi include:
-
"AmbientExposureFraction" fraction of the ambient light on the surface - Values vali for light parameters parmi can be given in the following forms:
-
s fraction of the ambient light on the surface Texture[image] a 2D texture based on an image - MaterialShading[] is effectively equivalent to MaterialShading[<"BaseColor"White >].
- MaterialShading will override any color, Opacity, Texture, Glow or Specularity settings.
Examples
open allclose allBasic Examples (4)
Scope (14)
Basic Uses (6)
Specification (5)
Applications (14)
Basic Applications (10)
Use the "BaseColor" parameter to set the base color of the material:
Use the "RoughnessCoefficient" parameter to set the shininess of the material:
Use the "SpecularColor" parameter to set the color of the specular highlight on shiny materials:
Specular highlights with the base color set to Black:
Use the "MetallicCoefficient" parameter to create metallic materials:
Use the "SpecularAnisotropyCoefficient" parameter to set the material's preference to reflect light along its tangent direction:
Set a custom angle for the tangent direction:
Use the "EmissionColor" parameter to set the light emitted by the material itself:
The emitted color does not require scene lighting:
Use the "SheenColor" parameter to add highlights on the edges of materials:
The "SheenRoughnessCoefficient" parameter sets the concentration of the sheen lighting:
Metallic materials do not have diffuse lighting and appear dark when perfectly smooth:
Use the "RoughnessCoefficient" parameter to increase the roughness of the metal:
The "AmbientExposureFraction" parameter has no effect with directional, point or spot lights:
Use an ambient light to view the effect of the "AmbientExposureFraction" parameter:
Properties & Relations (3)
MaterialShading with no arguments approximates the default system appearance:
Use VertexTextureCoordinates to specify vertex texture coordinates for a 2D texture:
Possible Issues (1)
Text
Wolfram Research (2021), MaterialShading, Wolfram Language function, https://reference.wolfram.com/language/ref/MaterialShading.html.
CMS
Wolfram Language. 2021. "MaterialShading." Wolfram Language & System Documentation Center. Wolfram Research. https://reference.wolfram.com/language/ref/MaterialShading.html.
APA
Wolfram Language. (2021). MaterialShading. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/MaterialShading.html