Generate a material properties list.
material_list(
diffuse = c(0.8, 0.8, 0.8),
ambient = c(0, 0, 0),
specular = c(1, 1, 1),
transmittance = c(0, 0, 0),
emission = c(0, 0, 0),
shininess = 50,
ior = 1,
dissolve = 1,
illum = 1,
texture_location = "",
normal_texture_location = "",
bump_texture_location = "",
specular_texture_location = "",
ambient_texture_location = "",
emissive_texture_location = "",
diffuse_intensity = 1,
bump_intensity = 1,
specular_intensity = 1,
emission_intensity = 1,
ambient_intensity = 1,
culling = "back",
type = "diffuse",
translucent = TRUE,
toon_levels = 5,
toon_outline_width = 3,
toon_outline_color = "black",
reflection_intensity = 0,
reflection_sharpness = 1,
two_sided = FALSE,
sigma = 0
)Default c(0.5,0.5,0.5). The diffuse color.
Default c(0,0,0). The ambient color.
Default c(1,1,1). The specular color.
Default c(0,0,0). The transmittance
Default c(0,0,0). The emissive color.
Default 50.0. The shininess exponent.
Default 1.0. The index of refraction. If this is not equal to 1.0, the material will be refractive.
Default 1.0. The transparency.
Default 1.0. The illumination.
Default "". The diffuse texture location.
Default "". The normal texture location.
Default "". The bump texture location.
Default "". The specular texture location.
Default "". The ambient texture location.
Default "". The emissive texture location.
Default 1. The diffuse intensity.
Default 1. The bump intensity.
Default 1. The specular intensity.
Default 1. The emission intensity.
Default 1. The ambient intensity.
Default "back". The culling type. Options are back, front, and none.
Default "diffuse". The shader type. Options include diffuse,phong,vertex, and color.
Default FALSE. Whether light should transmit through a semi-transparent material.
Default 5. Number of color breaks in the toon shader.
Default 3. Number of pixels of toon outline.
Default black. Toon outline color.
Default 0.0. Intensity of the reflection of the environment map, if present. This will be ignored if the material is refractive.
Default 1.0. Sharpness of the reflection, where lower values have blurrier reflections. Must be greater than zero and less than one.
Default FALSE. Whether diffuse materials should be two sided (normal is taken as the absolute value of the dot product of the light direction and the normal).
Default 0. Oren-Nayar angle.
List of material properties.
if(run_documentation()) {
mat_prop = material_list(diffuse="purple", type="phong", shininess = 20,
ambient="purple", ambient_intensity=0.3,
specular = "red", specular_intensity=2)
p_sphere = sphere_mesh(position=c(555/2,555/2,555/2),
radius=40,material=mat_prop)
rasterize_scene(p_sphere, light_info=directional_light(direction=c(0.1,0.6,-1)))
}
#> Setting `lookat` to: c(277.50, 277.50, 277.50)