Rayfront 1.0 User Manual

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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.

Light, Illum, Glow, Spotlight

The luminous material types are used to define light sources. There can be no light source without geometry elements to act as emitting surface.

Plastic, Plastic2, Plasfunc, Plasdata

The material types of the plastic family are used to model standard opaque surfaces that reflect direct light as uncolored highlights.

Metal, Metal2, Metfunc, Metdata

The material types of the metal family are used to model opaque surfaces where specular highlights are modified with the material color.

Trans, Trans2, Transfunc, Transdata

The material types of the trans family are used to model transparent or translucent surfaces without refractive properties.

Dielectric, Interface, Glass

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.

Prism1, Prism2

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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