Dielectric (glass) Material

dielectric(color = "white", refraction = 1.5,
  importance_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.

importance_sample

Default `FALSE`. If `TRUE`, the object will be sampled explicitly during the rendering process. If the object is particularly important in contributing to the light paths in the image (e.g. light sources, refracting glass ball with caustics, metal objects concentrating light), this will help with the convergence of the image.

Value

Single row of a tibble describing the dielectric material.

Examples

#Generate a checkered ground scene = generate_ground(depth=-0.5, material=diffuse(color="white", checkercolor="grey30",checkerperiod=2))
render_scene(scene,parallel=TRUE)
#Add a glass sphere
scene %>% add_object(sphere(x=-0.5,radius=0.5,material=dielectric())) %>% render_scene(parallel=TRUE,samples=400)
#Add a rotated colored glass cube
scene %>% add_object(sphere(x=-0.5,radius=0.5,material=dielectric())) %>% add_object(cube(x=0.5,xwidth=0.5,material=dielectric(color="darkgreen"),angle=c(0,-45,0))) %>% render_scene(parallel=TRUE,samples=40)
#Add an area light behind and at an angle and turn off the ambient lighting
scene %>% add_object(sphere(x=-0.5,radius=0.5,material=dielectric())) %>% add_object(cube(x=0.5,xwidth=0.5,material=dielectric(color="darkgreen"),angle=c(0,-45,0))) %>% add_object(yz_rect(z=-3,y=1,x=0,zwidth=3,ywidth=1.5, material=light(intensity=15), angle=c(0,-90,45), order_rotation = c(3,2,1))) %>% render_scene(parallel=TRUE,aperture=0, ambient_light=FALSE,samples=1000)