Micro roughness aka roughness depended on looking angle.

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Micro roughness aka roughness depended on looking angle.

Postby J.C » Tue Sep 10, 2019 5:17 pm

J.C Tue Sep 10, 2019 5:17 pm
Dear developers, any plans on implementing this?
https://lesterbanks.com/2015/07/underst ... ea-render/

Examples describing the issue:
defaultMaterial.png

fresneRoughness.png

parallel camera.png
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Re: Micro roughness aka roughness depended on looking angle.

Postby itsallgoode9 » Tue Sep 10, 2019 7:38 pm

itsallgoode9 Tue Sep 10, 2019 7:38 pm
As a workaround, can you put a falloff node into the roughness slot? Granted, it would be much nicer to have the option in material (wouldn't get your hopes of this happening)but maybe this is a workaround?
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Re: Micro roughness aka roughness depended on looking angle.

Postby J.C » Tue Sep 10, 2019 8:22 pm

J.C Tue Sep 10, 2019 8:22 pm
itsallgoode9 wrote:As a workaround, can you put a falloff node into the roughness slot? Granted, it would be much nicer to have the option in material (wouldn't get your hopes of this happening)but maybe this is a workaround?


This is what I did creating those examples (using falloff). Thea render has it built in with two simple controls. I would prefer this than a workaround solution.
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Re: Micro roughness aka roughness depended on looking angle.

Postby nejck » Wed Sep 11, 2019 6:30 am

nejck Wed Sep 11, 2019 6:30 am
Yep, a certain competing renderer (wink wink) has solved this nicely by adding an extra parameter right next to the glossiness / roughness material properties named Angle Affect. Very useful :)
Last edited by nejck on Wed Sep 11, 2019 10:33 am, edited 1 time in total.
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Re: Micro roughness aka roughness depended on looking angle.

Postby Phantom107 » Wed Sep 11, 2019 8:30 am

Phantom107 Wed Sep 11, 2019 8:30 am
Interesting, any papers or other scientific material on this? Describing exactly how it should function?
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Re: Micro roughness aka roughness depended on looking angle.

Postby itsallgoode9 » Wed Sep 11, 2019 1:08 pm

itsallgoode9 Wed Sep 11, 2019 1:08 pm
J.C wrote:
itsallgoode9 wrote:As a workaround, can you put a falloff node into the roughness slot? Granted, it would be much nicer to have the option in material (wouldn't get your hopes of this happening)but maybe this is a workaround?


This is what I did creating those examples (using falloff). Thea render has it built in with two simple controls. I would prefer this than a workaround solution.


gotcha. Yeah, i agree with you that this is needed badly.
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Re: Micro roughness aka roughness depended on looking angle.

Postby sethRichardson » Wed Sep 18, 2019 4:33 pm

sethRichardson Wed Sep 18, 2019 4:33 pm
Phantom107 wrote:Interesting, any papers or other scientific material on this? Describing exactly how it should function?


Microfacet BRDF has been around for quite sometime now.

Chaosgroup has a nice little post about it.

https://www.chaosgroup.com/blog/underst ... sy-fresnel

Here is a list of engines that does this already that I know of so far
Vray
Corona
F-Storm
Thea Render
Arion/Maverick
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