Jump to content
  • Advertisement
Sign in to follow this  
cignox1

Material system for a raytracer

This topic is 3826 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi all, I'm designing the material system for my raytracer, and I would like to have some input or references from you guys. I have (guess that) a material base class. Children can implement many different materials. But I'm a bit interested by how pbrt manages materials, where reflective and transmissive properties are defined by a set of BRDF and BSDF. I find that extremely cool from a point of view, but also a bit limiting: if I want a material that does something different (also phisically impossible) I'm prevended to do so because the other parts of the system expect all surfaces to be defined that way. In addition, it does not allow SSS. What I would like to have are other examples (or papers) about how to model surface features in a simple thus flexible way. So far I've found a few papers about BSSDF, but more from a theoretical point of view. Any suggestion? Thank you!

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!