[Bf-cycles] Cycles Fresnel behaviour

Marco G marco.gzt at gmail.com
Fri Jan 9 21:44:02 CET 2015


@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.

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)
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.
http://lists.blender.org/pipermail/bf-cycles/2013-May/001397.html

Regards,
MG



2015-01-07 10:11 GMT+01:00 gandalf3 <zzyxpaw at gmail.com>:

> Just in case anyone is wondering, I think this is the project storm was
> talking about:
>
> http://blender.45788.x6.nabble.com/Realistic-Nk-Data-Metal-BSDF-td116555.html#a116623
>
> --
> -gandalf3
>
> _______________________________________________
> Bf-cycles mailing list
> Bf-cycles at blender.org
> http://lists.blender.org/mailman/listinfo/bf-cycles
>
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