Is the ggx brdf implemented in Vray for Maya energy preserving (not to be mistaken with conserving) in a similar sense as in the below Sony and Dassault papers, specifically as it relates to the distribution of the glossy lobe?
https://fpsunflower.github.io/ckulla..._slides_v2.pdf
https://dassaultsystemes-technology....l/spec.md.html
When I do simple tests in vray with a white dome and changing the glossiness lower, it does feel that the appearance darkens and does not preserve energy. If it does not preserve energy, is there a way we could simulate the effect or have it implemented in the shader?
https://fpsunflower.github.io/ckulla..._slides_v2.pdf
https://dassaultsystemes-technology....l/spec.md.html
When I do simple tests in vray with a white dome and changing the glossiness lower, it does feel that the appearance darkens and does not preserve energy. If it does not preserve energy, is there a way we could simulate the effect or have it implemented in the shader?
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