Dielectric (glass) Material

dielectric(color = "white", refraction = 1.5,
  implicit_sample = FALSE)

Arguments

color

Default `white`. The color of the surface. Can be either a hexadecimal code, R color string, or a numeric rgb vector listing three intensities between `0` and `1`.

refraction

Default `1.5`. The index of refraction.

implicit_sample

Default `TRUE`. If `FALSE`, the object will not be sampled as part of the scattering probability density function.

Value

Single row of a tibble describing the sphere in the scene.

Examples

#Generate a checkered ground scene = generate_ground(depth=-0.5, material=lambertian(color="white", checkercolor="grey30",checkerperiod=2))
render_scene(scene,parallel=TRUE)
#Add a glass sphere scene = scene %>% add_object(sphere(z=-0.5,radius=0.5,material=dielectric()))
render_scene(scene,parallel=TRUE)
#Add a rotated colored glass cube scene = scene %>% add_object(cube(z=0.5,zwidth=0.5,material=dielectric(color="darkgreen"),angle=c(0,-45,0)))
render_scene(scene,parallel=TRUE)
#Add an area light behind and at an angle and turn off the ambient lighting scene = scene %>% add_object(yz_rect(x=-3,y=0.5,z=1,zwidth=3,ywidth=1.5, material=lambertian(lightintensity=15),angle=c(0,45,0)))
render_scene(scene,parallel=TRUE,aperture=0, ambient_light=FALSE,samples=1000)