47 lines
1.6 KiB
TeX
47 lines
1.6 KiB
TeX
|
\subsection{Surface scattering models}
|
||
|
Surface scattering models describe the way in which light reflects
|
||
|
from surfaces in the scene. Even slight adjustments to such a description
|
||
|
can significantly change the appearance of a rendering.
|
||
|
To achieve realistic results, Mitsuba comes with a library of
|
||
|
both general-purpose models (smooth or rough glass, metal, plastic, ..) and
|
||
|
more specialized models (woven cloth, masks, ..).
|
||
|
|
||
|
Throughout the documentation and within the scene description language,
|
||
|
the word \emph{BSDF} is used synonymously with the term ``surface
|
||
|
scattering model''. This is an abbreviation for
|
||
|
\emph{Bidirectional Scattering Distribution Function}, a more
|
||
|
precise technical description of the model's properties.
|
||
|
In Mitsuba, BSDFs are assigned to \emph{shapes}, which
|
||
|
describe the visible surfaces in the scene. In the scene
|
||
|
description language, this assignment must
|
||
|
either be performed by nesting BSDFs within shapes,
|
||
|
or they can be named and then later referenced
|
||
|
by by name.
|
||
|
|
||
|
The following fragment shows an example of both kinds of usages:
|
||
|
\begin{xml}
|
||
|
<scene>
|
||
|
<!-- Creating a named BSDF for later use -->
|
||
|
<bsdf type=".. BSDF type .." id="myNamedMaterial">
|
||
|
<!-- BSDF parameters go here -->
|
||
|
</bsdf>
|
||
|
|
||
|
<shape type="sphere">
|
||
|
<!-- Example of referencing a named material -->
|
||
|
|
||
|
<ref id="myNamedMaterial"/>
|
||
|
</shape>
|
||
|
|
||
|
<shape type="sphere">
|
||
|
<!-- Example of using an unnamed material -->
|
||
|
|
||
|
<bsdf type=".. BSDF type ..">
|
||
|
<!-- BSDF parameters go here -->
|
||
|
</bsdf>
|
||
|
</shape>
|
||
|
</scene>
|
||
|
\end{xml}
|
||
|
It is generally more economical to use named BSDFs when they
|
||
|
are used in several places, since this reduces Mitsuba's internal
|
||
|
memory usage.
|