FRESNEL |
THE BOX'S MAIN HELP: This function returns the fraction of reflected light Kr, the fraction of refracted light Kt, the direction of the refracted ray R and the direction of the transmitted ray T. II (input): The entering ray direction. This must be a vector. The default is the incidence vector, I. refer to page 329 in the RenderMan Companion. NN (input): This must be a normal. The default is the surface normal, N. This is the normal of the surface point to be shaded, P. If the surface point P has been changed, calculatenormal(P) should be used to recalculate N before shading. refer to page 329 in the RenderMan Companion. eta (input): The index of refraction between the two materials. This must be a float. refer to page 329 in the RenderMan Companion. Kr (output): Returns a float which represents the fraction of reflected light. refer to page 329 in the RenderMan Companion. Kt (output): Returns a float which represents the fraction of refracted light. refer to page 329 in the RenderMan Companion. R (output): Returns the direction vector of reflected ray. refer to page 329 in the RenderMan Companion. T (output): Returns the direction vector of transmitted ray. refer to page 329 in the RenderMan Companion. |
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