Metallic Material

metal(color = "#ffffff", fuzz = 0, importance_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`.

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 metallic material.

Examples

#Generate the cornell box with a single metal sphere in the center scene = generate_cornell() %>% add_object(sphere(x=555/2,y=555/2,z=555/2,radius=555/8,material=metal())) # \donttest{ render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=500, 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))) # \donttest{ render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=500, 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))) # \donttest{ render_scene(scene, lookfrom=c(278,278,-800),lookat = c(278,278,0), samples=500, aperture=0, fov=40, ambient_light=FALSE, parallel=TRUE)
# }