maxon::MATERIAL::PORTBUNDLE::FBXSURFACEPHONG Namespace Reference

Detailed Description

Functions

 MAXON_RESOURCE_DATABASE_SCOPE ("net.maxon.material.portbundle.fbxsurfacephong")
 
 MAXON_ATTRIBUTE (Color, SPECULAR, "specular")
 
 MAXON_ATTRIBUTE (Float, SPECULARFACTOR, "specularFactor")
 
 MAXON_ATTRIBUTE (Float, SHININESS, "shininess")
 
 MAXON_ATTRIBUTE (Color, REFLECTION, "reflection")
 
 MAXON_ATTRIBUTE (Float, REFLECTIONFACTOR, "reflectionFactor")
 

Function Documentation

◆ MAXON_RESOURCE_DATABASE_SCOPE()

maxon::MATERIAL::PORTBUNDLE::FBXSURFACEPHONG::MAXON_RESOURCE_DATABASE_SCOPE ( "net.maxon.material.portbundle.fbxsurfacephong"  )

◆ MAXON_ATTRIBUTE() [1/5]

maxon::MATERIAL::PORTBUNDLE::FBXSURFACEPHONG::MAXON_ATTRIBUTE ( Color  ,
SPECULAR  ,
"specular"   
)

Specular property.

◆ MAXON_ATTRIBUTE() [2/5]

maxon::MATERIAL::PORTBUNDLE::FBXSURFACEPHONG::MAXON_ATTRIBUTE ( Float  ,
SPECULARFACTOR  ,
"specularFactor"   
)

Specular factor property. This factor is used to attenuate the specular color.

◆ MAXON_ATTRIBUTE() [3/5]

maxon::MATERIAL::PORTBUNDLE::FBXSURFACEPHONG::MAXON_ATTRIBUTE ( Float  ,
SHININESS  ,
"shininess"   
)

Shininess property. This property controls the aspect of the shiny spot. It is the specular exponent in the Phong illumination model. We recommend the following mappings between roughness and shininess: Float shininess = Pow(2, (1.0 - Clamp01(roughness)) * 10.0); Float roughness = Clamp01(1.0 - ((Log2(shininess) / 10.0)));

◆ MAXON_ATTRIBUTE() [4/5]

maxon::MATERIAL::PORTBUNDLE::FBXSURFACEPHONG::MAXON_ATTRIBUTE ( Color  ,
REFLECTION  ,
"reflection"   
)

Reflection color property. This property is used to implement reflection mapping.

◆ MAXON_ATTRIBUTE() [5/5]

maxon::MATERIAL::PORTBUNDLE::FBXSURFACEPHONG::MAXON_ATTRIBUTE ( Float  ,
REFLECTIONFACTOR  ,
"reflectionFactor"   
)

Reflection factor property. This property is used to attenuate the reflection color.