what I understood is that Octane materials are physically correct (BRDF, http://www.cs.princeton.edu/courses/arc ... p/wynn.pdf)Scog wrote:Another vote for this.Diogo Moita wrote:Radiance,
Please consider the implementation of fresnel effect on reflective materials. The lack of reflective fresnel effect gives an amateur look to architectural scenes, especially on interiores. It´ll be highly appreciate!
Thank you
Diogo
I have asked before but I don't know if it has just been overlooked or if there is some other reason it has not been added yet.
It does not seem like it should be a difficult thing to add, but not having the skills myself it is difficult to know for sure.
Fresnel reflections can make a huge difference in the realism of a number of materials.
Probably Octane needs a presets material to choose the correct reflection roughness balance, In fact we can tweak parameters freely creating materials that don't exist in nature.
Fresnel is only an effect to create different changes of BRDF rules. It depends from camera (eye) position and objects normals.
I think that Refractive should code these mathematical rules to create cloth and painted car materials. In fact many painted car materials have nano oriented prisms that diffract lights with rules.
These complex multilayered materials can be coded with algorithms.