Jump to content
  • Advertisement
Sign in to follow this  

diffuse and specular reflection

This topic is 2021 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

so basicly, you diffuse reflect, then add a little which counts for the unmodulated light (boost) then you multiply the whole thing until it sets in right.


you sample illumination 64 times out of the hemisphere of the pixel… itll be a little aliasy like that, but itll work.

its a 3 part process… its scattered diffuse + blurred masked/modulated reflection + blurred pure reflection.

you have a 3 dimensional blur on the scatterer, when doing skin, not rocks, make sure you blur rgb separately, its a great way to add a 3 dimensional channel effect. its artistic. then, at some angle weighting you clamp off the reflection at whatever blur level you want. you use the reflection vector, then just check how close you are to it, with the illumination sample you are using. 100% dry doesnt clamp off a single sample. (for rocks)

Havent thought about fresnel or snell or any wavelength based collisions yet, and its a little too much for a little man at this stage, im not a physicist, im just a game programmer.

then your game will look like a cheap vray… 64 rays a pixel, one bounce, you can sneak a short second bounce in, if you make your first bounce a hard shadow only, then soften from there.

so you adjust your scatter, then adjust your dry wet ratio for the reflection. (mirror is completely wet) and itll be a mean shader for some wizywig cg characters, sculpted with a realistic material.




(the blurry bits look the best.)

Edited by rouncer

Share this post

Link to post
Share on other sites
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!