public static EmissiveMaterial Emissive(vec4 lightColor, float shinness = 0, float reflectance = 0, float translucence = 0, float density = 1.8f, IImage diffuse = null)
 {
     return new EmissiveMaterial { Diffuse = diffuse ?? Images.From(lightColor.ToColor()), LightColor = lightColor, Shinness = shinness, Reflectance = reflectance, Density = density, Translucence = translucence };
 }
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 /// <summary>
 /// Crea un material diffuse.
 /// </summary>
 public static Material Rough(vec4 diffuse)
 {
     return new Material { Diffuse = Images.From(diffuse.ToColor()), Shinness = 0, Reflectance = 0f, Translucence = 0 };
 }
 /// <summary>
 /// Crea un material traslucido.
 /// </summary>
 //modificado para annadir densidad
 public static Material Translucent(vec4 diffuse, float shinness, float reflectance, float translucence, float density = 1.8f)
 {
     return new Material { Diffuse = Images.From(diffuse.ToColor()), Shinness = shinness, Reflectance = reflectance, Translucence = translucence, Density = density, };
 }
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 /// <summary>
 /// Crea un material brilloso
 /// </summary>
 public static Material Glossy(vec4 diffuse, float shinness, float reflectance)
 {
     return new Material { Diffuse = Images.From(diffuse.ToColor()), Shinness = shinness, Reflectance = reflectance, Translucence = 0 };
 }