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specular_lys [2017/05/15 21:58]
adavies [Reflected Beam]
specular_lys [2017/05/15 22:43]
adavies
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 Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#​pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]]. Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#​pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]].
  
-Despite the difference in distribution of MIPs the lit specular response resulting from the generated “roughness texture” will be identical to other PBR based game engines and tools.+Despite the difference in distribution of MIPs the lit specular response resulting from the generated “roughness texture” will be identical to existing ​PBR based game engines and tools.
  
 <code glsl>​float BurleyToMip(float fPerceptualRoughness,​ int nMips, float NdotR) <code glsl>​float BurleyToMip(float fPerceptualRoughness,​ int nMips, float NdotR)
specular_lys.txt · Last modified: 2017/05/23 03:49 (external edit)