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.

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