[Bf-taskforce25] Ward Ansio stropic shader

Brecht Van Lommel brecht at blender.org
Sun Jul 26 14:57:40 CEST 2009


Hi,

This is one of those areas of code I'm a bit hesitant to accept patches
because the existing code is already very suspicious, and extending it
means more stuff to fix later..

I would like to see an explanation for why you are computing the
tangents the way you do it (and comments in the code). You convert the
surface normal to object space, but then seem to treat it as if it is in
view space?

Also, is the result independent of the precise vectors VecOrthoBasisf
gives? The exact way the x and y are pointing should be considered
undefined, all you know is they are orthogonal to the normal.

Brecht.

On Sun, 2009-07-26 at 18:10 +1000, Michael Fox wrote: 
> Hi all i was wondering with all tyhe recent additions to the renderer
> would it be ok for me to commit my ward anisotropic shader
> 
> https://projects.blender.org/tracker/index.php?func=detail&aid=17401&group_id=9&atid=127
> 
> http://mfoxdogg.googlepages.com/ward_aniso_final.txt
> 
> http://mfoxdogg.googlepages.com/wardiso_anistropic6.jpg
> 
> http://blenderlabrat.blogspot.com/2008/08/wardaniso.html
> 



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