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    <title>topic Hi Sven, in Intel® Embree Ray Tracing Kernels</title>
    <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938522#M209</link>
    <description>&lt;P&gt;Hi Sven,&lt;/P&gt;
&lt;P&gt;Thanks a lot for your feedback and explanations.&lt;BR /&gt;Makes more sense now.&lt;/P&gt;
&lt;P&gt;Cheers,&lt;BR /&gt;Cyril&amp;nbsp;&lt;/P&gt;</description>
    <pubDate>Thu, 04 Jul 2013 07:53:32 GMT</pubDate>
    <dc:creator>Cyril_D_</dc:creator>
    <dc:date>2013-07-04T07:53:32Z</dc:date>
    <item>
      <title>rendering engine - material configuration</title>
      <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938519#M206</link>
      <description>&lt;P&gt;Hi,&lt;/P&gt;
&lt;P&gt;First, thanks so much for releasing such a powerfull library with such an easy to use API.&lt;/P&gt;
&lt;P&gt;I have no experience at all with raytracers and despite all the warnings, so far I've found the rendering engine to be complete enough to achieve amazing results really fast. I made a little OpenFrameworks addon that allows to render OF geometries with the interactive renderer :&amp;nbsp;https://github.com/kikko/ofxEmbree&lt;/P&gt;
&lt;P&gt;However, I'm now trying to implement more defaults material, and I'm a bit struggling to find documentation on the different parameters for the materials. Looking at the provided examples I've managed to extract some information but I would like to know if these refer to any raytracing standards and if I can find documentation online about them. I haven't managed to google my way though that :(&lt;/P&gt;
&lt;P&gt;So if anyone is able to share some information / link on any of these params, that would be of great help! Thanks!&lt;/P&gt;
&lt;P&gt;//glass &amp;amp;&amp;amp; Dielectric&lt;BR /&gt;float3 transmission;&lt;BR /&gt;float etaOutside;&lt;BR /&gt;float etaInside;&lt;BR /&gt;&lt;BR /&gt;float3 transmissionOutside;&lt;BR /&gt;&lt;BR /&gt;// MetallicPaint&lt;BR /&gt;float eta;&lt;BR /&gt;float3 shadeColor;&lt;BR /&gt;float3 glitterColor;&lt;BR /&gt;float glitterSpread;&lt;BR /&gt;&lt;BR /&gt;// Metal&lt;BR /&gt;float3 k;&lt;BR /&gt;float roughness;&lt;BR /&gt;&lt;BR /&gt;// MatteTextured&lt;BR /&gt;string Kd;&lt;BR /&gt;float2 s0;&lt;BR /&gt;float2 ds;&lt;BR /&gt;&lt;BR /&gt;// Matte&lt;BR /&gt;float3 reflectance;&lt;BR /&gt;&lt;BR /&gt;// Velvet&lt;BR /&gt;float backScattering;&lt;BR /&gt;float3 horizonScatteringColor;&lt;BR /&gt;float horizonScatteringFallOff;&lt;/P&gt;</description>
      <pubDate>Sun, 30 Jun 2013 18:21:42 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938519#M206</guid>
      <dc:creator>Cyril_D_</dc:creator>
      <dc:date>2013-06-30T18:21:42Z</dc:date>
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    <item>
      <title>Apologies, I just found out</title>
      <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938520#M207</link>
      <description>&lt;P&gt;Apologies, I just found out the header of each material describes its parameters.&lt;/P&gt;
&lt;P&gt;Thanks again and sorry :)&lt;/P&gt;</description>
      <pubDate>Sun, 30 Jun 2013 19:04:22 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938520#M207</guid>
      <dc:creator>Cyril_D_</dc:creator>
      <dc:date>2013-06-30T19:04:22Z</dc:date>
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      <title>Here some description of the</title>
      <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938521#M208</link>
      <description>&lt;P&gt;&lt;/P&gt;
&lt;P&gt;Here some description of the parameters. But best play around with them to get a feeling of what they do.&lt;/P&gt;
&lt;P&gt;//glass &amp;amp;&amp;amp; Dielectric&lt;BR /&gt;float3 transmission is a color you can assign to the glass material&lt;BR /&gt;float etaOutside and&amp;nbsp;etaInside is the refraction index of the glass (inside) and the material around the glass (typically 1 for air)&lt;/P&gt;
&lt;P&gt;float3 transmissionOutside;&lt;/P&gt;
&lt;P&gt;// MetallicPaint&lt;BR /&gt;float eta is the refraction index of the clear coat layer&lt;BR /&gt;float3 shadeColor is the color of the diffuse layer below the clear coat&lt;BR /&gt;float3 glitterColor is not implemented&lt;BR /&gt;float glitterSpread is not implemented&lt;/P&gt;
&lt;P&gt;// Metal&lt;BR /&gt;float3 eta, k is the real and imaginary part of the complex refraction index of a metal. The real part acts similar as for glass, whereas the imaginary part is some absoption coefficient.&lt;/P&gt;
&lt;P&gt;float roughness determines how diffuse (1) or specular (0) the metal is&lt;/P&gt;
&lt;P&gt;// MatteTextured&lt;BR /&gt;texture Kd is the diffuse texture&lt;BR /&gt;float2 s0 and&amp;nbsp;ds is the texture coordinate transformation (look in the code how this is applied)&lt;/P&gt;
&lt;P&gt;// Matte&lt;BR /&gt;float3 reflectance is the color of the diffuse material&lt;/P&gt;
&lt;P&gt;&lt;/P&gt;</description>
      <pubDate>Wed, 03 Jul 2013 05:20:20 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938521#M208</guid>
      <dc:creator>SvenW_Intel</dc:creator>
      <dc:date>2013-07-03T05:20:20Z</dc:date>
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    <item>
      <title>Hi Sven,</title>
      <link>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938522#M209</link>
      <description>&lt;P&gt;Hi Sven,&lt;/P&gt;
&lt;P&gt;Thanks a lot for your feedback and explanations.&lt;BR /&gt;Makes more sense now.&lt;/P&gt;
&lt;P&gt;Cheers,&lt;BR /&gt;Cyril&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 04 Jul 2013 07:53:32 GMT</pubDate>
      <guid>https://community.intel.com/t5/Intel-Embree-Ray-Tracing-Kernels/rendering-engine-material-configuration/m-p/938522#M209</guid>
      <dc:creator>Cyril_D_</dc:creator>
      <dc:date>2013-07-04T07:53:32Z</dc:date>
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