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