Well, my thinking is that we're facing a problem where shaders in interactive 
rendering are designed to assign a single pixel color, whereas "shaders" in 
raytracing also have the responsibility of representing the distribution of 
light from any surface.  So, they're kind of the same, but achieved in 
different ways.

Now, that said, I think lighter2 is separate, and could be used *only* in the 
raytracing context, since its being used to generate maps offline.  My thinking 
is that we should be using the most physically realistic method possible, which 
would be to specify the full BRDF for each surface.  Now, probably we should 
provide some basic BRDFs for folks who don't want to generate a unique one and 
just want to use, say, the Ward model.

I'm not sure this is overly complex, but it might be outside the scope of the 
SoC project.

-Scott
-----Original Message-----
From: res <[email protected]>
Date: Fri, 18 Jun 2010 16:10:35 
To: <[email protected]>
Subject: Re: [CsMain] Reflectivity of a surface

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