Re: Disney BRDF material
Posted: Thu Jun 27, 2019 10:25 am
Ok.
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Ok.
It would be better to keep the opportunity for creative control IMHO.Disney material already includes a metal component so it doesn't make any sense to mix with metal (or glossy2).
I'm digging out some old stuff here, but I'd like to ask if you remember what these outputs were back then that you investigated? Was it just the things discussed in this thread like front-backside or the speculartint? Or something else? I saw nothing obvious in the commit history.Dade wrote: Wed Jun 05, 2019 6:54 pm I'm also checking a bit the code because some of the outputs doesn't look right to me.
The wonderful world scientific papers, 90% is just ru**ish, the other 9% may be interesting but they don't provide even half of the required information, the 1% is done right. Providing sample code should be the bare minimum requirement to publish a paper.CodeHD wrote: Sun Nov 22, 2020 8:52 pm But it is difficult to know if it corresponds exactly as they don't mention what the other parameters are...
I don't even see the post where I wrote that statement, I don't remember, it has been nearly 2 years.CodeHD wrote: Sun Nov 22, 2020 8:52 pm I'm digging out some old stuff here, but I'd like to ask if you remember what these outputs were back then that you investigated? Was it just the things discussed in this thread like front-backside or the speculartint? Or something else? I saw nothing obvious in the commit history.
There is the original paper and the 2x presentations at Siggraph(s) but the best source of information has always been: https://schuttejoe.github.io/post/disneybsdf/CodeHD wrote: Sun Nov 22, 2020 8:52 pm So my second question besides that at the top: Does anyone know of any more references for how the Disney material is supposed to look?
Strictly speaking, that "paper" is just labelled "course notes" on th website. It most certainly is not a peer-reviewed publication. I also find it a bit odd. It starts off with introducing this MERL database (which doesn't seem to be online any longer), then discusses what it shows at grazing incidence , and afterwards mentions that all data beyond 75 degrees "appears to be extrapolated"Dade wrote: Sun Nov 22, 2020 9:43 pm The wonderful world scientific papers, 90% is just ru**ish, the other 9% may be interesting but they don't provide even half of the required information, the 1% is done right. Providing sample code should be the bare minimum requirement to publish a paper.
Fair enough, and I expected that. Just took a shot at askingDade wrote: Sun Nov 22, 2020 9:43 pm I don't even see the post where I wrote that statement, I don't remember, it has been nearly 2 years.
Those are some good suggestions! I did think of Cycles already but not OSPRay, and that Moana-website I was also not aware of.Dade wrote: Sun Nov 22, 2020 9:43 pm There is the original paper and the 2x presentations at Siggraph(s) but the best source of information has always been: https://schuttejoe.github.io/post/disneybsdf/
Cycles sources may be a place where to look too. Intel OSPRay should have an implementation too.
Be careful, Cycles has extend Disney material in multiple way including using no GGX model for micro-facets (something never even vaguely mentioned by Disney people).CodeHD wrote: Mon Nov 23, 2020 4:18 pm I have briefly looked at cycles, I think it is also 2015 already (?) And there is definitely a difference with how it handels the fresnel effect for metals. I.e. Cycles actually allows to have a completely black shader.
Dade wrote: Mon Nov 23, 2020 8:35 pm Be careful, Cycles has extend Disney material in multiple way including using no GGX model for micro-facets (something never even vaguely mentioned by Disney people).
Yes I think the multiscatter-GGX is the feature in question. I read through the original GGX paper now, and started with the Disney 2015 paper. They do mention multi-scattering as well, but rather as a discussion point, and apparently the "Sheen" component takes some compensating function for it (but with a different distribution). It looks to me like a good idea to include a multi-scatter model, I just have to be careful about energy conservation then.juangea wrote: Tue Nov 24, 2020 3:21 pm Do you refer to the "Multiscatter - GGX" ?
I ask this because I only see two models in the cycles principled shader, GGX and Multiscatter-GGX.