Metallic Material

metal(color = "#ffffff", fuzz = 0, implicit_sample = FALSE)

Arguments

color

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

fuzz

Default `0`. The roughness of the metallic surface. Maximum `1`.

implicit_sample

Default `FALSE`. If `TRUE`, the object will be sampled as part of the scattering probability density function.

Value

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

Examples

#Generate the cornell box with a checkered base scene = generate_cornell()
render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=200, aperture=0, fov=40, ambient_light=FALSE, parallel=TRUE)
#Add a single metal sphere to the center scene = scene %>% add_object(sphere(x=555/2,y=555/2,z=555/2,radius=555/8,material=metal()))
render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=200, aperture=0, fov=40, ambient_light=FALSE, parallel=TRUE)
#Add a rotated shiny metal cube scene = scene %>% add_object(cube(x=380,y=150/2,z=200,xwidth=150,ywidth=150,zwidth=150, material = metal(color="#8B4513"),angle=c(0,45,0)))
render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=200, aperture=0, fov=40, ambient_light=FALSE, parallel=TRUE)
#Add a brushed metal cube (setting the fuzz variable) scene = scene %>% add_object(cube(x=150,y=150/2,z=300,xwidth=150,ywidth=150,zwidth=150, material = metal(color="#FAFAD2",fuzz=0.1),angle=c(0,-30,0)))
render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=200, aperture=0, fov=40, ambient_light=FALSE, parallel=TRUE)