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Mchart

Real world material - Torrance-Sparrow BRDF Params

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Hi everyone!

I have implemented a torrance-sparrow BRDF shader and I'd like to know if a table or a rule of thumb exist to map the params of the model (F0, rho s, rhoughness) to real material. 

 

Thank you!

 

Micheal

Edited by Mchart

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your google keywords are "brdf fitting".

in short: you scan real world materials, take those scanned BRDFs and try to approximate the scanned result by your analytical BRDF of choice. There are already some tools offering that (e.g. BRDF Lab), including pre-visualization, so you know whether your implementation works flawlessly in comparision and you can evaluate several BRDFs to find the one that fits your needs best. Edited by Krypt0n

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Also, bear in mind there are plenty of materials for which fitting a Torrance-Sparrow won't give good results. For those difficult materials I almost always ended up approximating them with multiple isotropic or anisotropic gaussian lobes. Those have the advantage of analytical integration and convolution operations.

Edited by godmodder

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