Jump to content

  • Log In with Google      Sign In   
  • Create Account


#Actuallipsryme

Posted 04 November 2012 - 12:16 PM

Thanks for the input. So if I understand correctly the specular will always be very faint but only strongly visible at glazing angles ? I've already implemented such a Fresnel term in my brdf which is why I was wondering because it displays a very low value in relation to my rather strong diffuse.
I'm also using a kind of "artificial" light intensity which makes this term stand out even more, am I wrong in doing so ? (I do this to produce a strong light source e.g. direct sunlight).

// Incident irradiance
float4 Ei = _LightColor * _LightIntensity;

// Lambert
float3 kd = NdotL;
Lr.rgb += (kd / PI) * Ei;

@texture value rescaling
So I would create a specular map like usual but scale this down inside the shader to match the material's fresnel color ?

#6lipsryme

Posted 04 November 2012 - 12:16 PM

Thanks for the input. So if I understand correctly the specular will always be very faint but only strongly visible at glazing angles ? I've already implemented such a Fresnel term in my brdf which is why I was wondering because it displays a very low value in relation to my rather strong diffuse.
I'm also using a kind of "artificial" light intensity which makes this term stand out even more, am I wrong in doing so ? (I do this to produce a strong light source e.g. direct sunlight).

// Incident irradiance
float4 Ei = _LightColor * _LightIntensity;

// Lambert
float3 kd = NdotL;
Lr.rgb += (kd / PI) * Ei;

@texture value rescaling
So I would create a specular map like usual but scale this down inside the shader to match it's fresnel color ?

#5lipsryme

Posted 04 November 2012 - 12:16 PM

Thanks for the input. So if I understand correctly the specular will always be very faint but only strongly visible at glazing angles ? I've already implemented such a Fresnel term in my brdf which is why I was wondering because it displays a very low value in relation to my rather strong diffuse.
I'm also using a kind of "artificial" light intensity which makes this term stand out even more, am I wrong in doing so ? (I do this to produce a strong light source e.g. direct sunlight).

// Incident irradiance
float4 Ei = _LightColor * _LightIntensity;

// Lambert
float3 kd = NdotL;
Lr.rgb += (kd / PI) * Ei;

@texture value rescaling
So I would create a specular map like usual but scale this down inside the shader to match it's fresnel color ?

#4lipsryme

Posted 04 November 2012 - 12:15 PM

Thanks for the input. So if I understand correctly the specular will always be very faint but only strongly visible at glazing angles ? I've already implemented such a Fresnel term in my brdf which is why I was wondering because it displays a very low value in relation to my rather strong diffuse.
I'm also using a kind of "artificial" light intensity which makes this term stand out even more, am I wrong in doing so ? (I do this to produce a strong light source e.g. direct sunlight).

// Incident irradiance
float4 Ei = _LightColor * _LightIntensity;

// Lambert
float3 kd = NdotL;
Lr.rgb += (kd / PI) * Ei;

@texture value rescaling
So I would create a specular map like usual but scale this down inside the shader to match it's fresnel color ? In this case the shader would need to know the fresnel color of the specific material which forces me to save this in a render target (deferred shading) or not ?

#3lipsryme

Posted 04 November 2012 - 12:15 PM

Thanks for the input. So if I understand correctly the specular will always be very faint but only strongly visible at glazing angles ? I've already implemented such a Fresnel term in my brdf which is why I was wondering because it displays a very low value in relation to my rather strong diffuse.
I'm also using a kind of "artificial" light intensity which makes this term stand out even more, am I wrong in doing so ? (I do this to produce a strong light source e.g. direct sunlight).

// Incident irradiance
float4 Ei = _LightColor * _LightIntensity;

// Lambert
float3 kd = NdotL;
Lr.rgb += (kd / PI) * Ei;

@texture value rescaling
So I would create a specular map like usual but scale this down to match it's fresnel color ? In this case the shader would need to know the fresnel color of the specific material which forces me to save this in a render target (deferred shading) or not ?

#2lipsryme

Posted 04 November 2012 - 09:22 AM

Thanks for the input. So if I understand correctly the specular will always be very faint but only strongly visible at glazing angles ? I've already implemented such a Fresnel term in my brdf which is why I was wondering because it displays a very low value in relation to my rather strong diffuse.
I'm also using a kind of "artificial" light intensity which makes this term stand out even more, am I wrong in doing so ? (I do this to produce a strong light source e.g. direct sunlight).

// Incident irradiance
float4 Ei = _LightColor * _LightIntensity;

// Lambert
float3 kd = NdotL;
Lr.rgb += (kd / PI) * Ei;

PARTNERS