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Material Types
Materials define the fundamental properties
of a surface. There are material types with just plain
opaque properties, some with a metallic look, transparent
and refractive ones and a few unusual ones for modelling
fog and smoke, true mirrors, as well as some other speciality
behaviours.
The luminous material types are used to define light sources.
There can be no light source without geometry elements to
act as emitting surface.
The material types of the plastic family
are used to model standard opaque surfaces
that reflect direct light as uncolored highlights.
The material types of the metal family
are used to model opaque surfaces
where specular highlights are modified with the
material color.
The material types of the trans family
are used to model transparent or translucent surfaces without
refractive properties.
This group handles light refraction on the boundaries
of transparent materials, or thin panes of such materials,
and the transmissivity within the respective objects.
The mirror material is mainly used when surfaces
need to produce secondary source reflecions from direct light.
Antimatter is a virtual material, that allows to
cut "holes" into objects.
Volumes of participating atmosphere (clouds, fog, smoke)
can be modeled by using the mist material type.
This material type can't be edited with this release
of Rayfront.
The two prism material types are used to model
general light redirection from prismatic glazings.
The BRTDfunc is the most general material type.
It allows to specify spectrally-dependent specular behaviour
and reflectance and transmittance distribution functions
procedurally.
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