Skip to main content

All Questions

Tagged with
0 votes
1 answer
145 views

How can I transform the circular blinn-phong specular into a square shaped highlight?

I am creating a custom shading model in Unreal Engine and I would like to create a square shaped specular highlight, without changing the shape of the light itself. I tried following the approach ...
mbl's user avatar
  • 301
1 vote
1 answer
202 views

Specular reflection with different viewing direction where reflection direction and viewing direction coincide

Suppose $P_1$ and $P_2$ two different points on surface. And let $l$: be the light source direction, $n$: normal vector $r$: specular reflection direction $v$: viewing direction . In case 1 (at $P_1$...
S. M.'s user avatar
  • 211
3 votes
2 answers
2k views

Phong: Real-time rendering of Metal and Plastic Materials

Using a shader that works like Phong, what would be the difference between painted Metal and plastic? I seem to remember reading in books years ago, that I no longer have access to, the following: ...
Invariant's user avatar
  • 133
1 vote
1 answer
265 views

Specular exponent spectrum

I read the MTL specification for materials and noticed that the specular exponent Ns must be a scalar value instead of a spectrum. Would a specular exponent with three color channels (i.e. RGB, XYZ, .....
Matthias's user avatar
  • 1,084
10 votes
1 answer
912 views

Trying to implement Microfacet BRDF but my result images are wrong

I am trying to implement microfacet BRDF model. I am reading Sebastien Lagarde's slides. I implemented formulas to my code but i think result image is wrong. Yellow is base color of material. ...
hmkum's user avatar
  • 131