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Improve consistency and visual appearance of predefined OCCT materials in various rendering modes, including ray-tracing: - Increase the specular exponents (shininesses) for metallic surfaces: Brass, Bronze, Copper, Gold, Pewter, Silver, Steel, Chrome, Aluminum. - Revise specular colors for metals: Copper, Gold, Aluminum, Silver (according to "Real-Time Rendering, 3rd Edition", AK Peters 2008). - Increase diffuse reflection of metals: Silver, Aluminum, Chrome (to make them brighter in OpenGL mode). - Extend Material definition by Refraction Index. Advanced rendering methods based on shaders or ray-tracing can utilize it to produce refraction effects. In addition: - Introduce three translucent materials: Water, Glass, and Diamond. - Add Charcoal for modeling dark diffuse surfaces. Add new TCL-based sample (materials.tcl) and test case (tests/v3d/materials/bug24855).
16 lines
193 B
Plaintext
16 lines
193 B
Plaintext
001 edge
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002 edge_face
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003 edge_solid
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004 face
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005 vertex
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006 vertex_edge
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007 vertex_face
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008 vertex_solid
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009 vertex_wire
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010 wire
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011 wire_solid
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012 voxel
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013 glsl
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014 raytrace
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015 materials
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