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specular_lys_new [2017/04/29 16:53]
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specular_lys_new [2017/05/07 20:41]
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 Roughness texture maps in computer graphics have for practical reasons been defined as a more even distribution of blurriness. In the following we will refer to the roughness in texture maps as "​perceptual roughness"​ and when we refer to roughness we are referring to academic roughness. Roughness texture maps in computer graphics have for practical reasons been defined as a more even distribution of blurriness. In the following we will refer to the roughness in texture maps as "​perceptual roughness"​ and when we refer to roughness we are referring to academic roughness.
  
-Perceptual roughness, roughness and specular power can all be thought of as different parametrizations for the same parameter and it is possible to convert back and forth. For instance the conversions from roughness to perceptual roughness and back again are+Perceptual roughness, roughness and specular power can all be thought of as different parametrizations for the same parameter and it is possible to convert back and forth. For instance the conversions from roughness to perceptual roughness and back again are:
  
 <code glsl>​float RoughnessFromPerceptualRoughness(float fPerceptualRoughness) <code glsl>​float RoughnessFromPerceptualRoughness(float fPerceptualRoughness)
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 === Burley === === Burley ===
  
-In Lys we currently support three ways to distribute blurriness across MIP levels. Burley, Default and Log2.+In Lys we currently support three ways to distribute blurriness across MIP levels. Burley((Brent Burley. Physically-Based Shading at Disney. https://​disney-animation.s3.amazonaws.com/​library/​s2012_pbs_disney_brdf_notes_v2.pdf)), Default and Log2.
  
-Burley((Brent Burley. Physically-Based Shading at Disney. https://​disney-animation.s3.amazonaws.com/​library/​s2012_pbs_disney_brdf_notes_v2.pdf)) ​is the most straight forward and the one we recommend using for image based lighting.+Burley is the most straight forward and the one we recommend using for image based lighting.
 The top MIP level will always be used for a 100% sharp reflection (roughness 0.0) and the offset from the bottom MIP level specified using “MIP Offset” in the specular group determines where we have 100% blurriness (roughness 1.0). The default offset of 3 corresponds to MIP level 8x8. Checking “Coarse Irradiance” in the 3D Preview will enable using the MIP level at your chosen offset for diffuse lighting in the viewport. The top MIP level will always be used for a 100% sharp reflection (roughness 0.0) and the offset from the bottom MIP level specified using “MIP Offset” in the specular group determines where we have 100% blurriness (roughness 1.0). The default offset of 3 corresponds to MIP level 8x8. Checking “Coarse Irradiance” in the 3D Preview will enable using the MIP level at your chosen offset for diffuse lighting in the viewport.