Jump to content
  • Advertisement
Sign in to follow this  
Chris_F

Physically based shading

This topic is 2532 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

I'm looking to get some more realistically shaded objects in my renderer. I think that 2012 should hopefully be the year that Phong and other so called ad-hoc shading models finally go out of style.

I was thinking about using Oren-Nayar + Cook-Torrance as my default shading algorithm. I would store a per-material IOR value from which I would get the specular intensity from, and I would have a single roughness parameter stored per-pixel in my g-buffer which would control both the Oren-Nayar and Cook-Torrance output. Do you think tying both to one roughness value would allow for the expression of most physically plausible surfaces?

I was also thinking of using 1D textures to control the specular color. A transparent color would allow for the albedo channel to be used as the specular color, to render conductive surfaces, and gradients could be used to simulate materials where color changes with angle. Maybe the same could be used for the diffuse channel, to simulate things like car paint.

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!