Masuo Suzuki
Masuo Suzuki
Makes sense, updated.
Thanks for the recap @ld-kerley. I will update this PR including the PBR spec document sometime soon.
It can be internal. Although that part in MDL I'm not sure. MDL applies the $\sqrt{\pi/8}$ factor for both longitudinal and azimuthal roughness but the original paper (Appendix A. eq....
> The MDL hair_prepare_roughness() function in that github link I posted only applies it to the Y component. You're right. The factor is applied to only azimuthal! I also see...
I would prefer the second option with pre-squared defaults, 0.5 and 2.0. Indeed these scaling values are somewhat arbitrary but most implementations follow the Marschner's paper so I think it...
Great to hear that, and thank you for correcting the spelling issues!
Some renderers use lower numbers for higher priority (similar to "1st priority"), while others use the reverse order. I assume this proposes that higher numbers indicate higher priority, as the...
Thank you for this PR, it looks good to me. I agree that it would be better to merge this after the genmdl tests PR.
That makes sense as the current algorithm requires 3D space. Updated the description. Thanks! We haven’t discussed 2D support yet. Sharing code with a 2D version would be difficult if...
@crydalch Matthias told me that it actually gives acceptable result with texture coordinates, using `(u, v, 0)` for example (I tested). Maybe we could call this ``, without "3d"?