I had a much more detailed look at the shaders you mention - you're doing an awesome job!
I'm just curious: the algorithms are quite complex - how do you test whether you've implemented them properly in VSL? Is there a standard rendering test that you can compare your results with, or is it a case of just checking your VSL formulas carefully? Amir On Fri, 07 Jan 2011 06:45:23 +0100 [email protected] wrote: > The Ashikhmin-Shirley BRDF is something like a mixture of a > Ward-anisotropic-like specular reflection component and a limb-darkening > diffuse reflection component. > Meaning that it enables isotropic (simple point-shaped) and anisotropic > (streched along a direction of the surface) highlights. > Pictures and explanation will follow when I got it working right, though I´m > a bit tired of working this out. > I´ve worked on some shaders for RS3D for the last two months, to an extent > where I hardly did anything else in my free time. > > So, several other shaders will follow. > I´ve already made two Oren-Nayar Diffuse shaders, one simple and one > complete, am working on a Oren-Nayar-Wolff Diffuse shader (like the previous > plus some refinements), two Hapke-Lommel-Seeliger shaders, one simple and one > complex, two Minnaert Shaders, an Asperity Scattering shader, plus several > other components. > The Oren-Nayar Shader is a diffuse shader suitable for rough diffuse surface > (like clay/pottery), the Hapke-Lommel-Seeliger Shader is a shader for powdery > surfaces like the surface of the moon, the Minnaert Shader was an early try > on the same matter, the Asperity Scattering Shader is for simulating fuzzy > surfaces (like peach). > The latter two are very similar to the "simple fur" and "custom fur" > materials already in RS3D.
