[Bf-taskforce25] Ward Ansio stropic shader
Michael Fox
mfoxdogg at gmail.com
Mon Jul 27 00:10:50 CEST 2009
On Sun, 2009-07-26 at 14:57 +0200, Brecht Van Lommel wrote:
> 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..
sure no worries
>
> 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?
current tangents calculations are so terrible and very hard to get
right, i couldn't at the time i was coding it, get it out of screen/view
space :S, i guess my math wasn't all that great
>
> 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.
>
yeah you don't need the vectors to be precise, in my tests they seem to
be done pretty much ok when an axis is flipping at some point
> 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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--
Michael Fox
Developer and user of Blender3d
www.blender.org
http://mfoxdogg.googlepages.com
mfoxdogg at gmail.com
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