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 ------------------------------------------------------------------------------ ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo ------------------------------------------------------------------------------ ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
