Would it theoretically be possible to write an implementation of Disney's Principled BRDF shader using OSL for Vray? I'm thinking this would be more efficient than building it by combining several BRDFs through a VrayBlendMtl... or at least it would have a cleaner interface to edit.
Would this simply involve writing code for the various components (subsurface, metalic, specular, specular tint, roughness, anisotropic, sheen, sheen tint, clear coat, clear coat gloss) in OSL language? This would, I believe, result in a single BRDF shader, and as I understand it the Principled BRDF is actually several BDRFs mixed together. So I'm a bit foggy on that part as I am not sure of how to layer things using OSL. Is that possible in the Vray implementation?
Wondering if anyone has tried this already?
Would this simply involve writing code for the various components (subsurface, metalic, specular, specular tint, roughness, anisotropic, sheen, sheen tint, clear coat, clear coat gloss) in OSL language? This would, I believe, result in a single BRDF shader, and as I understand it the Principled BRDF is actually several BDRFs mixed together. So I'm a bit foggy on that part as I am not sure of how to layer things using OSL. Is that possible in the Vray implementation?
Wondering if anyone has tried this already?
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