Any advice on using the plasfunc material type? I've searched the Radiance documentation, digests, etc., and the following was the best I could come up with, but it doesn't seem to work. Any advice would be welcome.
I think I should be able to define a material like this:
void plasfunc myplastic
2 refl mybrdf.cal
0
4 1 1 1 0
and then in a file mybrdf.cal, put an arbitrary definition for the BRDF function refl, something like this:
refl(x,y,z,area) = (x*Nx + y*Ny + z*Nz)^10;
(This isn't actually the form of BRDF I'm interested in.) Then, I define an object with material myplastic:
myplastic sphere ball
0
4 0 0 .5 .5
When I render this, though (with light sources, other objects, etc. added), the sphere just looks Lambertian. What am I doing wrong?
Thanks,
Richard
Hi Richard,
What you did wrong is specified a specularity of 0 in your plasfunc:
void plasfunc myplastic
2 refl mybrdf.cal
0
4 1 1 1 0
The fourth argument is the fraction of reflected light that is modified by your specified BRDF.
-Greg
···
From: Richard Murray <rfmurray@sas.upenn.edu>
Date: February 6, 2005 2:18:38 PM PST
Any advice on using the plasfunc material type? I've searched the Radiance documentation, digests, etc., and the following was the best I could come up with, but it doesn't seem to work. Any advice would be welcome.
I think I should be able to define a material like this:
void plasfunc myplastic
2 refl mybrdf.cal
0
4 1 1 1 0
and then in a file mybrdf.cal, put an arbitrary definition for the BRDF function refl, something like this:
refl(x,y,z,area) = (x*Nx + y*Ny + z*Nz)^10;
(This isn't actually the form of BRDF I'm interested in.) Then, I define an object with material myplastic:
myplastic sphere ball
0
4 0 0 .5 .5
When I render this, though (with light sources, other objects, etc. added), the sphere just looks Lambertian. What am I doing wrong?
Thanks,
Richard