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  • Paul Lafoix's avatar
    Handle anisotropy in the PBR shader · ba1c76b4
    Paul Lafoix authored
    Add two options to vtkProperty, and link them to OSPray:
    
    * anisotropy (between 0 and 1) that controls the strength of the anisotropy.
    It will be possible to use a texture to hold this value (WIP).
    
    * rotation (between 0 and 1) that rotate the direction of the anisotropy
    (ie. the tangent) around the normal counter-clockwise.
    A value of 1 correspond to a rotation of 2*PI. If needed, the rotation is done is
    the fragment shader because it allows the user to pass the rotaion as a
    texture value.
    ba1c76b4