BRDF_Lambert
Implements the Lambertian diffuse reflection model, simulating an ideal 'perfectly matte' surface where light scatters uniformly in all directions, with brightness being independent of the viewing angle.
Core Advantages
Provides an extremely high-performance and intuitive diffuse lighting calculation, making it ideal for performance-critical applications and as the foundational diffuse component in PBR materials.
Common Uses
Rendering pure matte materials (e.g., plaster, chalk, wall paint)
As the diffuse component of standard PBR materials
As a basis for Non-Photorealistic Rendering (NPR)
Used in light baking calculations
How to adjust
The output of this node is controlled by its `diffuseColor` input. To change the material's base color, connect a different color source, such as a `color()` node for a solid color, a `texture()` node for a diffuse map, or a `uniform()` for dynamic control from JavaScript.
Code Examples
1// 'diffuseColor' is typically from a texture or a solid color
2const diffuse = BRDF_Lambert.call( { diffuseColor } );