| Explanation: |
(Term used in the Radiance software)
In Radiance, materials define the basic properties of every surface.
There are several classes of materials:
- Plastic like materials are opaque and can have diffuse
and specular reflection properties. Specularly reflected light keeps
the color of the light source.
- Metal like materials are similar to plastic, but
specularly reflected light takes material color.
- Transparent materials can have specular and diffuse
reflecion as well as transmission properties.
- Glass and glass like materials specularly transmit
and reflect light and also have refractive properties.
- BRTDs, Bidirectional Reflection and Transmission
Descriptions are the most general "material" type. All reflective and
transmissive properties can be controlled exactly for light entering
and exiting in any direction.
- Mist is used to model voluminous participating media
like smoke, fog or "muddy water".
- There are some other specialised material types to model prismatic
glazings for light redirection.
- Most material types exist in varieties that allow for anisotropic
definition of their properties, or that can take be influenced from
functions or data files.
- Antimatter is a special "material" type, which subtracts
from other materials. This works best when applied to objects of simple
shape and closed volume, which intersect with other objects.
Radiance allows modifiers to be applied to all materials that
can influence the color, manipulate the normal vector of the surface or
blend two materials or modifiers into each other with a defined function.
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