Re: [CsMain] Reflectivity of a surface

Eduardo Poyart <[email protected]>
Newsgroups gmane.comp.graphics.crystalspace.general
Message-ID <[email protected]>
It was mentioned that the engine uses the diffuse texture to modulate light
and give the impression of more or less light being reflected by a surface.

Can't Mohit's tool do the same? In other words, it could read the texture
and use it as the answer to his question of what percentage of photons are
reflected from a surface.

Eduardo

On Fri, Jun 18, 2010 at 7:36 AM, Scott Johnson <[email protected]> wrote:

> 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
>
>
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