Thanks for the replies! : )
Just considering ray traced reflections I don’t think this is the case here, please correct me if I’m wrong.
The glossiness itself is handled by the material. What the ramp I described basically is, is a reflection filter. In other words the blend texture between a 100% reflective material and a diffuse base.
The ramp is driven by a falloff, where the only variables are the camera normal and the surface normal. So, in the case of a rougher surface where the surface normal is an average of many different angles, the resulting reflection filter would be an average of many different angles.
For example the following setup:
A sphere with a VRayMtl set to 100% reflective with Fresnel on and a Normal Bump map in the bump slot with this OSL tex.
/*
randomNormal_v001_rh
created 2015-05-09 (rh)
mail@rensheeren.com
Outputs a random noise for use in normal maps.
*/
shader randomNormal_v001_rh
(
float noise_scale = 1.0,
output color result = color(0.5,0.5,1.0)
)
{
point p3Noise = noise(P/noise_div);
color cColor = noise( "cell", P / noise_scale);
cColor[2] = 1.0;
result = cColor;
}
If you vary the Normal amount in the Normal Bump the reflection filter will change as V-Ray will sample for many different normal orientations. For the attached image I’ve varied the amount from 0 to 4.5.
Basically, if I had a (falloff) gradient as the reflection filter it would go from black to white at 0 and be pretty much uniformly grey at 4.5. The question is what would be good match for the Blinn/Ward/etc. glossiness distribution, or am I missing something here and it’s not possible at all?
As for how a blend texture could work, I’m thinking a map where you have the same BRDF dropdown as in the VRaymtl plus the same glossiness spinner and map slot, which you could then instance.
@Midiaeffects: Yep that’s the idea!
EDIT: Just reread you reply Vlado, I guess the question is if the BRDF always needs to consider lights as well to calculate the glossiness in the case of a reflection filter.