<div dir="ltr">@storm - what i've read it's not related to more physically correct glossy, the point highlighted in many sources is about Fresnel, which needs to be computed per-microfacet.<div><br><div>A user following the list kindly pointed me to the same very topic on this list, back in 2013, and gave me permission to link back here. It's what i've tried to say (though my understanding of what's involved is much more limited)</div><div>Hope this clear things up a bit. By "improving" this - if feasible - artists should get better shading when fresnel and rough glossy are involved (i.e. a ton of materials, not really corner cases), both at grazing angles and at facing normal, like the head examples from arnold.</div><div><a href="http://lists.blender.org/pipermail/bf-cycles/2013-May/001397.html">http://lists.blender.org/pipermail/bf-cycles/2013-May/001397.html</a></div><div><br></div><div>Regards,</div><div>MG</div><div><br></div><div><br></div></div></div><div class="gmail_extra"><br><div class="gmail_quote">2015-01-07 10:11 GMT+01:00 gandalf3 <span dir="ltr"><<a href="mailto:zzyxpaw@gmail.com" target="_blank">zzyxpaw@gmail.com</a>></span>:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Just in case anyone is wondering, I think this is the project storm was<br>
talking about:<br>
<a href="http://blender.45788.x6.nabble.com/Realistic-Nk-Data-Metal-BSDF-td116555.html#a116623" target="_blank">http://blender.45788.x6.nabble.com/Realistic-Nk-Data-Metal-BSDF-td116555.html#a116623</a><br>
<span class="HOEnZb"><font color="#888888"><br>
--<br>
-gandalf3<br>
</font></span><div class="HOEnZb"><div class="h5"><br>
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