lack of Marshner and anisotropy

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lack of Marshner and anisotropy

Postby aemelyanov » Tue Feb 23, 2016 10:19 am

aemelyanov Tue Feb 23, 2016 10:19 am
Hello, i'm new to octane but already found it's material system very capable for huge variety of looks.
but two things are frustraing me
- lack of anisotropy on speculars. Yeah, I tried to gain this effect with bump maps but it don't even close to things I could do in any other renderer with GGX speculars (renderman/mantra for example) in terms of desired result and time spent for setup.
- lack of separate hair shader - I use marschner for many years in prman (as in old one, as in their new RIS pathtracer) and it gives most realistic hair shading. i couldn't anyhow repeat this effect with glossy material, because I can't shift speculars in UV space. Do you have any plans to implement this?

thanks
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Re: lack of Marshner and anisotropy

Postby Goldorak » Tue Feb 23, 2016 10:29 am

Goldorak Tue Feb 23, 2016 10:29 am
OSL is intended to open the door to custom BRFD models such as GGX. We are in the process of validating this specific case as we continue to work on OSL support in 3.x.
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Re: lack of Marshner and anisotropy

Postby aemelyanov » Tue Feb 23, 2016 1:58 pm

aemelyanov Tue Feb 23, 2016 1:58 pm
sounds great!
thanks
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Re: lack of Marshner and anisotropy

Postby fantome » Fri Mar 23, 2018 4:01 pm

fantome Fri Mar 23, 2018 4:01 pm
Hi guys sorry to ressurect this old post , but i would also be curious to know how would you proceed to build a great hair shader,
that has a look close to the marshner model ?
https://www.cs.cornell.edu/~srm/publica ... 3-hair.pdf

i have search inside the liveDB and i haven't find any good starting exemple.

i guess it all start with a glossy + anisotropic model, but do you have any tips or idea to make something really cool ?
This post is interesting but it doesn't deal with nice anisotropic spec
viewtopic.php?f=30&t=60853

Thanks for your lights !
Cheers
E
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