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material

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  • Philip Trettner's avatar
    Philip Trettner authored
    49761adc
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    Material Shading Library

    General considerations

    • Diffuse Roughness != Specular Roughness
      • especially normal maps for diffuse and specular should be different
      • Idea: use higher LoD for diffuse
    • Diffuse gets 'left-over' light from Specular
    • Specular Color is F0 term in Fresnel Term (at 0°)
    • Normal Distribution Function (NDF) incorporates anisotropy
    • Always use Smith Function for Geometry term

    Material Types

    Metals (conductors)

    • Have no diffuse color (total absorption)

    Non-Metals (dielectrics, insulators)

    • Have achromatic specular color