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