There is in fact a Cook-Torrence BRDF, but it doesn’t have a nice UI yet and might be a bit difficult to control. You can create it from Create > V-Ray > Create from V-Ray plugin > Material and choose BRDFCookTorrance. (Note that the “… Tex” params are the ones that matter, i.e. Hilight Glossiness Tex, Reflection Glossiness Tex etc).
I played around with the Cook-Torrence model in VRay the other night and came to the conclusion that at similar levels of reflection blur…I really can’t tell the difference between Phong, Blinn, Ward or Cook.
I’m wondering if GGX would be any different, it seems to be quite advanced and physically based from the white papers I’ve read.
Not much. It’s blurry reflections after all… The differences usually show up with hilights at low angles when the light is almost opposite to the camera - then the different models produce quite different results, all of which can be observed in nature. On the other hand if you look at a surface head-on, the difference is small.
it seems to be quite advanced and physically based from the white papers I’ve read.So are the other shading models…