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PhBRML: Glossary


Physically Based Surface Node

Node describing light-emission and scattering at surfaces in a physically based manner. One of

Physically Based Medium Node

Node describing light-emission and scattering inside volumes in a physically based manner. One of

Texture Projection Node

Node describing a transform from 3D local object position coordinates to 2D texture coordinates. One of

Geometry Distortion Node

Node describing a transformation from 2D or 3D texture coordinates to 3D geometry distortion vectors used to distort object normals or geometry (dump and displacement mapping). One of

Emitter Node

Node expressing the directional distribution of self-emitted light. One of:

Scatterer Node

Node expressing the directional dependence of surface light scattering (reflection and transmission) properties. One of:

Spectrum Node

A node describing intensity of light as a function of wavelength. One of:

Texture node

A texture is considered a function of two coordinates (u,v), texture coordinates, that returns a array of floating point numbers in the range [0,1]. The number of channels varies according to the image. One of:

3D Texture node

A 3D texture is a function of 3D coordinates that returns an array of floating point values. Except taking 3D coordinates as input, its semantics are identical to that of a
2D texture node. One of:

Phase function node

Describes the direction distribution of light scattering in a participating medium. One of:

Interpolator node

A node expressing some interpolated quantity as a function of a key value. Used for key-frame animation, similar to
interpolator nodes. One of:

PhBBackground node

A node expressing background radiance [W/m^2 sr] incident on the scene. The radiation is supposed to emanate from far away, so it is a function of incident direction only for all points in the scene.


This page is maintained by Philippe Bekaert