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Information: The world of Reflections

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  • Information: The world of Reflections

    Here are two very nice Articles about "Reflections" in the real world and how to simulate them in computer graphics. The first Article deals with photons and techniques in cg to simulate their behaviour. The second Article deals with BRDF's (and other models to describe materials). Not very complicated to read but very informative!
    (link taken from cgarchitect)

    The world of reflections - Part I
    The world of reflections - Part II
    Sascha Geddert
    www.geddart.de

  • #2
    thanks geddart
    very helpfull dude
    natal - brazil

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    • #3
      Very Comprehensive, thanks for the link

      Can't wait till we see some of the physically accurate roughness controls in the already amazing VRayMaterial. Been trying to comprehend how this could be done with custom falloffs and Fresnel settings but it seams that we really should have some control over the amount of Diffusion.

      Maybe we can start an ongoing thread from here about how to recreate (fake) the variety of shaders in the second article.

      I've been playing with Fresnel Effect and setting the IOR to less-than-one.

      Would be interesting to hear others understanding and interpretations of these articles.

      --Jon

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