pub enum Material {
Show 13 variants Disney(Box<DisneyMaterial>), Fourier(Box<FourierMaterial>), Glass(Box<GlassMaterial>), Hair(Box<HairMaterial>), Matte(Box<MatteMaterial>), Metal(Box<MetalMaterial>), Mirror(Box<MirrorMaterial>), Mix(Box<MixMaterial>), Plastic(Box<PlasticMaterial>), Substrate(Box<SubstrateMaterial>), Subsurface(Box<SubsurfaceMaterial>), Translucent(Box<TranslucentMaterial>), Uber(Box<UberMaterial>),
}

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impl Material

Material defines the interface that material implementations must provide.

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pub fn compute_scattering_functions( &self, si: &mut SurfaceInteraction<'_>, mode: TransportMode, allow_multiple_lobes: bool, mat: Option<Arc<Material>>, scale: Option<Spectrum> )

The method is given a SurfaceInteraction object that contains geometric properties at an intersection point on the surface of a shape and is responsible for determining the reflective properties at the point and initializing some member variables.

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pub fn bump( d: &Arc<dyn Texture<Float> + Send + Sync>, si: &mut SurfaceInteraction<'_> )where Self: Sized,

Computing the effect of bump mapping at the point being shaded given a particular displacement texture.

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