List of material properties for a Ray Tracer - raytracing

I wrote a Ray Tracer for an assignment this past semester and wanted to keep working on it. There were 5 kinds of materials (for objects) in the assignment and we were given their ambient, diffuse, specular, and shininess values. I'm having a hard time finding a list of these values to create new materials online (one that also included indices of refraction would be fantastic) and was wondering if anyone knew of a good resource for this.
This is the best one I have found so far but it doesn't have that many materials and the materials that have indices of refraction don't have the other values I mentioned above: http://www.nicoptere.net/dump/materials.html
I have never done refraction for a Ray Tracer (planning on learning it for fun), any general advice would be welcome.

Use other open source ray tracers as resource, e.g. POV-Ray. You find the definition of materials in the distribution/include Path.
An example from metals.inc (put together):
#declare P_Brass1 = color rgb <0.30, 0.20, 0.10>;
#declare F_MetalA =
finish {
ambient 0.35
brilliance 2
diffuse 0.3
metallic
specular 0.80
roughness 1/20
reflection 0.1
}
#declare T_Brass_1A = texture { pigment { P_Brass1 } finish { F_MetalA } }

Related

Controlling refraction with MeshStandardMaterial

So I have very basic setup:
var cubeCamera = new THREE.CubeCamera (1, 1000, 1024);
cubeCamera.renderTarget.texture.minFilter = THREE.LinearMipMapLinearFilter;
cubeCamera.renderTarget.texture.mapping = THREE.CubeRefractionMapping;
cubeCamera.updateCubeMap (renderer, scene);
var matte = new THREE.MeshStandardMaterial({
envMap: cubeCamera.renderTarget.texture,
metalness: 0.5,
roughness: 0.4
});
and this creates correctly blurred refraction. However, driving metalness to 0 makes it vanish almost completely, making the material seem fully opaque. What is correct way to set up matte refractive material?
You are trying to use MeshStandardMaterial to create a translucent and refractive non-metallic material. You are setting metalness to zero, or near zero.
Non-metals typically have a low specular reflectance. That means the specular reflections from the environment are minimal — certainly compared to metals. Consequently, MeshStandardMaterial has been designed to have similar properties.
You have two options.
The first option is to compensate by increasing material.envMapIntensity, which defaults to 1. This simulates a brighter environment.
A second option is to use the more feature-rich MeshPhysicalMaterial, instead.
MeshPhysicalMaterial has an additional material.reflectivity property which controls the specular reflectance for non-metals. For physically-based materials, setting this property to 1 is a reasonable maximum value, but you can increase it further if you want.
three.js r.86

Shadow aliasing with ShaderMaterial on three.js

Here a picture of my problem, like you can see my shadows aren't smooth on my ShaderMaterial wich is a copy of PhongMaterial.
For the moment I have try all of these solution find on internet but nothing seems to work :
groundGeometry.computeFaceNormals();
groundGeometry.computeVertexNormals();
groundGeometry.verticesNeedUpdate = true;
renderer.shadowMapType = THREE.PCFShadowMap; //And all options possible
renderer.shadowMapCullFace = THREE.CullFaceBack; //And the other one
renderer = new THREE.WebGLRenderer({ antialias : true });
I also play with the different parameters of my SpotLight (also try with Directional light:
shadowMapWidth
shadowMapHeight
shadowCameraLeft
shadowCameraRight
shadowCameraBottom
shadowCameraTop
shadowCameraNear
shadowCameraFar
shadowBias
To be honest I don't know what to do now :/
So any help would be very appreciate !
Probably it is causes by self-shadowing. Try to set a small value of shadowBias like 0.05 or -0.05.
If your scene permits, reduce as much as possible the shadowmap frustum, changing the value of shadowCamera options to fit exactly the objects that you want.
If the angle between the light and normal at some point of the object is nearly 90 degrees, you can try to scale the bias depending of slope. There is an approach called slope scaled bias that consist in scale the bias depending of the angle between light vector and normal vector. The formula is:
float slope_bias = bias * tan(acos(dot(normal,-lightDirection)));
I hope it helps a little bit.

Stretch image texture to fit mesh face in Three.js

I'm trying to make the following in three.js:
I made the model in sketchup with some simple coloured textures and used the collader importer, the result looks like this:
Now I want to dynamically load some photographs onto each of the different planes, however what I end up with is this:
So as you can see, each image is loaded but they are very small and repeated across the rest of the surface.
This is how I load the textures: (preloadTexture() is just a simple preloader)
for(i in cubeSidesArray)
{
preloadTexture(modelThumbsArray[i]);
var newTexture = new THREE.MeshPhongMaterial( { map: THREE.ImageUtils.loadTexture(modelThumbsArray[i]) } );
cubeSidesArray[i].material = newTexture;
}
How do I get the textures to fill the surface?
Thanks!
Edit - I played with the model in sketchup and managed to get it a little better, but not much!
Edit 2 - Still no luck, I'm starting to think building it in code from scratch would be simpler
Option 1: I would advise you to do or next.
1 -.Import the model blender
2 -.Export blender to threejs
3 -.Use this method of charging.
AgregarModeloBlender function (geometry, materials) {
console.log(materials);
material = new THREE.MeshFaceMaterial( materials );
modelo3d_ = new THREE.Mesh( geometry,material );
escenario.add(modelo3d_);
modelo3d_.add(camera);
modelo3d_.scale.set(5,5,5);
modelo3d_.position.set(-900,25,850);
modelo3d_.rotation.y=Math.PI;
}
4 -. Subsequently trabajr with textures independently.
Example: http://all.develoteca.com/builder/
Option 2: I would advise you to do or this:
1 -. Create the geometric shape (vertices) to modify each of the faces of the texture.
Example: http://develoteca.com/Panel/
Greetings.

Three.js lightMap causes an error WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION

I'm loading a jpeg file for light map
var texture = new THREE.ImageUtils.loadTexture("textures/metal.jpg");
Then I apply the texture to THREE.MeshPhongMaterial
var frontMaterial = new THREE.MeshPhongMaterial( {
color: 0xfade7e,
specular: 0xffffff,
ambient: 0xaa0000,
lightMap:texture
} )
Full error message is WebGLRenderingContext: GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 2
Is here something wrong? An error occures in all browsers. Three.js r.56
As explained by #alteredq in this thread, a LightMap requires a second set of UVs.
The point of lightmaps is that they can live independently of other textures, thus giving other textures chance to be much higher detail. Lightmaps use their own set of UV coordinates (usually auto-generated by some light baking solution, as opposed to artist-created primary UV set).
Using lightmaps with the same UVs as everything else doesn't make much sense, as then you could achieve basically the same result for less texture cost simply by baking light map together with color map (this is e.g. what Rage uses, it looks fantastic but needs boatload of textures).
Also lightmaps should be multiplicative, not additive. Big use case for lightmaps are pre-baked shadows and ambient occlusion, so you need to be able to darken things.
So the answer to your question is that geometry.faceVertexUvs[0] contains the usual set of UVs; you need to add to your geometry geometry.faceVertexUvs[1].
three.js r.56
This error become because the Three.js buffers are outdated. When your add some textures (map,bumpMap ...) to a Mesh, you must recompose the buffers and update UVs like this :
ob is THREE.Mesh, mt is a Material, tex is a texture.
tex.needsUpdate = true;
mt.map = tex;
ob.material = mt;
ob.geometry.buffersNeedUpdate = true;
ob.geometry.uvsNeedUpdate = true;
mt.needsUpdate = true;
That's all folks !
Hope it's help.
Regards.
Sayris

Three.js custom objLoader geometry lighting

I have this object I'm loading with THREE.objLoader and then create a mesh with it like so:
mesh = new THREE.SceneUtils.createMultiMaterialObject(
geometry,
[
new THREE.MeshBasicMaterial({color: 0xFEC1EA}),
new THREE.MeshBasicMaterial({
color: 0x999999,
wireframe: true,
transparent: true,
opacity: 0.85
})
]
);
In my scene I then add a DirectionalLight, it works and I can see my object, however it's like the DirectionalLight was an ambient one. No face is getting darker or lighter as it should be.
The object is filled with the color, but no lighting is applied to it.
If someone can help me with that it would be much appreciated :)
What could I be missing ?
Jsfiddle here: http://jsfiddle.net/5hcDs/
Ok folks, thanks to Maël Nison and mr doob I was able to understand the few things I was missing, being the total 3d noob that I am... I believe people starting to get into the 3d may find useful a little recap:
Basic 3d concepts
A 3d Face is made of some points (Vertex), and a vector called a normal, indicating the direction of the face (which side is the front and which one is the backside).
Not having normals can be really bad, because lighting is applied on the frontside only by default. Hence the black model when trying to apply a LambertMaterial or PhongMaterial.
An OBJ file is a way to describe 3D information. Want more info on this? Read this wikipedia article (en). Also, the french page provides a cube example which can be useful for testing.
Three.js tips and tricks
When normals are not present, the lighting can't be applied, hence the black model render. Three.js can actually compute vertex and face normals with geometry.computeVertexNormals() and/or geometry.computeFaceNormals() depending on what's missing
When you do so, there's a chance Three.js' normal calculation will be wrong and your normals will be flipped, to fix this you can simply loop through your geometry's faces array like so:
/* Compute normals */
geometry.computeFaceNormals();
geometry.computeVertexNormals();
/* Next 3 lines seems not to be mandatory */
mesh.geometry.dynamic = true
mesh.geometry.__dirtyVertices = true;
mesh.geometry.__dirtyNormals = true;
mesh.flipSided = true;
mesh.doubleSided = true;
/* Flip normals*/
for(var i = 0; i<mesh.geometry.faces.length; i++) {
mesh.geometry.faces[i].normal.x = -1*mesh.geometry.faces[i].normal.x;
mesh.geometry.faces[i].normal.y = -1*mesh.geometry.faces[i].normal.y;
mesh.geometry.faces[i].normal.z = -1*mesh.geometry.faces[i].normal.z;
}
You have to use a MeshPhongMaterial. MeshBasicMaterial does not take light in account when computing fragment color.
However, when using a MeshPhongMaterial, your mesh becomes black. I've never used the OBJ loader, but are you sure your model normales are right ?
Btw : you probably want to use a PointLight instead. And its position should probably be set to the camera position (light.position = camera.position should do the trick, as it will allow the light to be moved when the camera position will be edited by the Controls).

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