mental ray feat. “Physically Based Shading Models in Film and Game Production: Practical Implementation at triAce"

Refers to "Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace" by Yoshiharu Gotanda tri-Ace, Inc as a SIGGRAPH 2010 Course. My primary propose is to experience the result of energy-conversed reflection. I recommmend this article to game artist and TD. You may check the code from Ortholab.

参见去年西瓜糊的名为“Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace”的教程文章。我主要是为了实验能量守恒的效果。推荐游戏美工和TD读这篇文章。目前的代码可以在Ortholab下载。

  • Shininess = 64,the other shader parameters are constant.

64 64.jpg

  • Shininess = 512

 512 512.jpg

2010/05/23

Tone-mapped by Reinhard 05.

  • Shininess = 16

Standard.3_pregamma_1_reinhard05_brightness_-5_chromatic_adaptation_1_light_adaptation_0

  • Shininess = 512

Standard.4_pregamma_1_reinhard05_brightness_-3_chromatic_adaptation_1_light_adaptation_0

原文地址:https://www.cnblogs.com/Jedimaster/p/2053852.html