adding stuff to shaders

There is that interesting paper called “Exploring the potential of layered BRDF models”. Normally people write varnish coats based off that paper, and while I did this as well, I also made a velvet cheat for the 3Delight pathtracing framework (and Paolo Berto keeps saying bidir is very very likely coming… but that’s a tangential note).

S.Westin’s venerable ‘velvet hack’ does certain math tricks to what basically is a Lambertian distribution (computed once for the light vector, once for the normal). The paper above features a simple equation for light absorption in a varnish layer that later attenuates the layer(s) below – which also uses Lambertian-related stuff, but in a different way, with reasoning grounded in actual physics. Those layers are PBS (physically based shading) models, same as the varnish reflection.

In 3Delight, there are several built-in PBS models handled by the trace() shadeop – which is the one to use for pathtracing.

image So I looked at all that… and used an inverted “absorption” value from the paper to attenuate an Oren-Nayar built-in model, and made a ‘velvet’ this way. This is a path-traced kitty (the key light is the ‘new’ “trace”-strategy area light; the rest is bsdf() sampling my trusty ole trace()-based GI light – bsdf() is the shadeop for sampling “delta” lights, the “oldschool” sort thereof; but here a path-tracing shadeop is wrapped into an “oldschool” formfactor of an environment light).

I’d say that it looks quite plausible, especially with a little displacement added.

But what about the light vector, you ask, how did you get it from trace()? Well, I didn’t. I didn’t even use it for the bsdf() side of things.

It actually gives very stupid results:

image

image There is a directional light coming from the right, and if you do some math, you’ll see why it gives this ‘spilt paint’ effect. I haven’t figured out any tricks to fix this, so I resorted to using the view vector in both fractions, like the DNA guys (Victor Yudin, I presume) do for the path-traced portion in the Maya 3DLMaterial (yes!! That easy). They do use the L-vector for deltas, but I don’t know what it looks like – I don’t have Maya. Maybe it looks as weird, but nobody uses deltas in Maya anymore, so nobody noticed. Here is how it looks with the V-vector trick and the same directional light. Not the same, but acceptable, IMO. And there’s only one call to the absorption function needed.

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2 thoughts on “adding stuff to shaders

  1. Ummm…right…this is getting to be too much fun.

    That cat looks fantastic.

    I’m so sick of listening to all the folks tearing down 3DL…because they don’t understand it, the power it has or even what the current crop of shaders they do have are actually capable of. And then you pull something like this out?

    Good job.

    This is why real ‘shaders’ will always trump everything hard coded into the renderer/material libraries. There just isn’t room to do new and interesting things that way.

    1. Haha, thank you so much =) Y’know, in Russia there’s a joke that goes like that:
      Dude1: ‘I don’t like cats at all’.
      Dude2: ‘Bah, you just don’t know how to cook them properly’.

      I have a thousand things to do these days, but the second alpha is coming, with all this stuff and maybe even updated docs =P

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