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Rendering 101 pt. 2: Theory- Materials, BxDFs, Fresnel & Microfacets

Bright petrol green plastic, warm shiny copper, clear glass, waxy jade - materials define how objects in a scene appear. But how do we model this plethora of appearances? Let's talk BxDFs, Fresnel and microfacets!

Everything Has Fresnel on Filmicworlds:

http://filmicworlds.com/blog/everything-has-fresnel/ 


Thx to  Mike from https://www.mrpost.ru/en  for inspiring the microfacet visualizer!

Rendering 101 pt. 2: Theory- Materials, BxDFs, Fresnel & Microfacets

Comments

I have a question, is there a way to optimize render time for a layered material, where I have lets say plastic mixed with transparent material and gold? It looks great, but once transaparent layer and gold is added it jumps up like 8 times in render time. thanks!

Catalysee

I just wanted to add a quick note. First things first: you are doing a great job, explaining complex stuff with simpler approximations! But here some things are wrong and misleading, so I wanted to jump in: the total internal reflection is only happening, when light travelling in a denser medium strikes the surface of a less dense medium. In a typical CG rendering, where the camera is in 'air' and we are rendering denser objects, this would not be the case. The fresnel falloff is smooth, otherwise we would se a harsh line on the specular reflection of dielectrics.

Maxim Capra


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