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
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
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.