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diffuse

bsdf  diffuse(...)

bsdf  diffuse(float roughness, ...)

bsdf  diffuse(vector nml, ...)

bsdf  diffuse(vector nml, float roughness, ...)

bsdf  diffuse(vector nml, vector geo_normal, ...)

bsdf  diffuse(vector nml, vector geo_normal, float roughness, ...)

Diffuse reflections. This BSDF has an albedo of 0.5. If your shader or geometry has smooth normals (N and Ng differ) you should avoid the signature diffuse(vector nml) since it assumes that the shading normal matches the geometric normal.

See writing a PBR shader for information on BSDFs.

vector  diffuse(vector nml, ...)

vector  diffuse(vector nml, vector V, float roughness, ...)

This form uses the Oren-Nayar lighting model to compute the diffuse illumination for the surface. The Oren-Nayar lighting model is a more sophisticated lighting model than Lambertian lighting. The V vector represents a vector from the surface to the eye (i.e. -normalize(I)). With a roughness of 0, the Oren-Nayar lighting model is equivalent to the Lambertian model. As roughness increases toward 1, the illumination changes to mimic rougher materials (like clay). The Oren-Nayar form of diffuse() is more expensive than Lambertian diffuse lighting.

Light inclusion/exclusion options

light-inclusion-exclusion-options

categories”, string ="*"

Specifies lights to include/exclude by their “category” tags. This is the preferred include/exclude lights rather than pattern matching light names with the "lightmask" keyword argument.

For example:

diff = diffuse(nml, "lightmask", "hero | fill");

See light categories for more information.

lightmask”, string ="*"

When evaluating light and shadow shaders, objects have pre-defined light masks. This mask is usually specified in the geometry object and specifies a list of lights which are used to illuminate a surface or fog shader. It is possible to override the default light mask by specifying a “lightmask” argument.

For example:

diff = diffuse(nml, "lightmask", "light*,^light2");

…will cause all lights whose names begin with “light” except for a light named “light2” to be considered for diffuse illumination.

All Houdini scoping patterns, excepting group expansion, are supported:

  • * - wild-card match
  • ? - single character match
  • ^ - exclusion operator
  • [list] - character list match