Material Object.
#include <ayam.h>
Data Fields | |
int | registered |
is this material unique? | |
char ** | nameptr |
pointer to name (stored in corresponding ay_object) | |
unsigned int * | refcountptr |
pointer to reference counter | |
ay_object * | objptr |
pointer to corresponding ay_object | |
int | matte |
matte: 0 - no, 1 - yes | |
double | shading_rate |
shading rate | |
int | shading_interpolation |
interpolation: 0 - constant, 1 - smooth | |
double | dbound_val |
displacement bound value | |
int | dbound |
coordinate system for bound value | |
int | sides |
sidedness: 0 - two-sided, 1 - one-sided | |
ay_shader * | sshader |
surface shader | |
ay_shader * | dshader |
displacement shader | |
ay_shader * | ishader |
interior shader | |
ay_shader * | eshader |
exterior shader | |
double | patch_size |
radiosity meshing parameter | |
double | elem_size |
radiosity meshing parameter | |
double | min_size |
radiosity meshing parameter | |
int | zonal |
which radiosity calculations to perform? (dontset, none, zonal_receives, zonal_shoots, full_zonal) | |
int | has_caustics |
calculate caustics? | |
int | cast_shadows |
shadow type (Os, none, opaque, surface) | |
int | true_displacement |
calculate true displacements? | |
int | camera |
is visible? | |
int | reflection |
is visible in reflections? | |
int | shadow |
is visible in shadows? | |
Color | |
int | colr |
int | colg |
int | colb |
Opacity | |
int | opr |
int | opg |
int | opb |
int | avr |
Average Color. | |
int | avg |
Average Color. | |
int | avb |
Average Color. | |
int | ava |
Average Color. | |
int | emr |
Emitted Color. | |
int | emg |
Emitted Color. | |
int | emb |
Emitted Color. | |
int | ema |
Emitted Color. | |
int | spr |
Specular Color. | |
int | spg |
Specular Color. | |
int | spb |
Specular Color. | |
int | spa |
Specular Color. |