Add more material types
ianmackenzie opened this issue · 0 comments
ianmackenzie commented
Will require new shaders:
- Water
- Ceramics (very rough/retroreflective materials)
- Blinn-Phong
- Lambertian (diffuse)
- Skin (subsurface scattering)
- Simple approximation once normal maps are supported: use normal map for specular lighting
but not for diffuse lighting
- Simple approximation once normal maps are supported: use normal map for specular lighting
- Thin translucent materials like leaves and lamp shades that 'glow' from transmitted light