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Dispersion

Dispersion separates transmitted wavelengths, producing colored fringes through refractive glass.

CompareDispersion compares authored dispersion settings; DispersionTest and DragonDispersion provide additional refractive assets. Select Sample model to compare the supplied examples. Drag to orbit and scroll to zoom.

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The embedded scenegraph viewer loads these assets with approximate alpha transmission. It cannot show the colored dispersion fringes; those require the scene-color refraction path described below.

PBRMaterial reference​

PBRMaterial from @luma.gl/experimental is a typed engine Material backed by the shared pbrMaterial shader module. Its material fields are defined by PBRMaterialUniforms from @luma.gl/shadertools. Pass them through createPBRMaterial(device, {uniforms}) or update them with material.setProps({pbrMaterial: {...}}).

The fields below are optional. Defaults are the shared shader defaults; imported assets can supply other values.

FieldTypeDefaultDescription
dispersionnumber0Chromatic spread, expressed as 20 divided by the Abbe number; 0 disables it.
transmissionFactornumber0Transmitted light fraction; dispersion requires transmission.
iornumber1.5Base dielectric index of refraction.

Supporting APIs​

createPBRMaterial​

createPBRMaterial(device, {uniforms, bindings, factory}) from @luma.gl/experimental returns a PBRMaterial. uniforms sets the fields listed above, bindings supplies material textures, and the optional factory shares a compatible binding schema across materials. The helper derives map-enabled flags from the supplied bindings; explicit uniform values take precedence.

MaterialFactory​

createPBRMaterialFactory(device) from @luma.gl/experimental creates a reusable engine MaterialFactory configured with the pbrMaterial shader module. Pass this factory to createPBRMaterial() when creating several compatible materials.

Material​

Material from @luma.gl/engine owns material uniforms and texture resources. setProps({pbrMaterial: {...}}) updates uniform values. Pass the material to a compatible Model through its material prop; models sharing it observe the same updates. Use clone({bindings: {...}}) when an appearance needs separate texture resources. Adding a texture or changing a shader feature may require matching defines and a compatible model shader layout.

See the materials guide and pbrMaterial reference.

The extended PBR shader path is disabled by default. Set USE_MATERIAL_EXTENSIONS: true in the Model construction defines to enable this feature; uniform values alone do not enable it. The glTF material parser supplies this define for imported extension materials.

Usage​

import {Model} from '@luma.gl/engine';
import {createPBRMaterial, type PBRMaterial} from '@luma.gl/experimental';

// device is an initialized Device.
const material: PBRMaterial = createPBRMaterial(device, {
uniforms: {
metallicRoughnessValues: [0, 0.05],
transmissionFactor: 1,
thicknessFactor: 0.5,
ior: 1.5,
dispersion: 0.5
}
});

// modelProps contains your shaders, geometry, and buffer layout.
const model = new Model(device, {
...modelProps,
material,
defines: {...modelProps.defines, USE_MATERIAL_EXTENSIONS: true}
});

The material must be drawn through the shared experimental SceneRenderer or ANARI capture path with scene-color refraction enabled to separate RGB transmission samples. Setting the uniform on the simple scenegraph viewer does not enable that capture path. See transmission and volume absorption.

glTF support​

KHR_materials_dispersion.dispersion maps to the shared dispersion scalar. The extension is used with KHR_materials_transmission, and commonly KHR_materials_volume and KHR_materials_ior. This property has no texture slot.

See glTF materials and textures and the extension support matrix for import details.

All engine features