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. Default 1.5. The index of refraction. 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)
scene %>%
render_scene(parallel=TRUE,samples=400)
#Add a rotated colored glass cube
scene %>%
render_scene(parallel=TRUE,aperture=0, ambient_light=FALSE,samples=1000)