Cloth materials are often done by making the spec color a brighter version of the diffuse color. Normally spec would be colorless for a dielectric material. I'm wondering if you know why cloth is an exception to that rule and has colored spec the way a metal would. Is this based on physically based principles or is it just an artistic trick that looks good?
--
You received this message because you are subscribed to the Google Groups "alshaders" group.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+...@googlegroups.com.
For more options, visit https://groups.google.com/d/optout.
What about using facing ratio and ramp fot diffuse only and setting specular to white. Does it mean technically this method is not physically plausible?
From what I understand (and honestly this is rather above my head as an artist so it's possible I am misunderstanding), hair and cloth shaders rely on there being something more than a typical surface geo. In the case of hair, small tube geo is generated which the hair material is applied to. In the case of fabric one would similarly need to have a way of generating the fibers which weave together to create the fabric. This is not done with geo like hair is (perhaps because the fibers are too small?) and so various approaches have been proposed, for example creating the woven fibers with voxels.That's all to say that a shader which would be applied to a simple surface geo (say a model of a shirt) would not really be able to use the idea of TT (transmission through the fiber) and TRT (internal reflections inside the fibers) since it is just one big fat model of a shirt. At best one would be able to mimic the appearance of the cloth at a distance where the weave of the fabric cannot be seen. For that one would apply a facing ratio ramp to the diffuse with a brighter color on the incident angle, simulating the fibers picking up light at glancing angles (this is sort of TT), and also tint the spec with the diffuse color to get a color that is a bit brighter than the diffuse ( sort of TRT). As far as the primary spec (R), I'd say that while some cloth like silk have this "shine" to them, many fabrics such as cotton have no discernible white spec.
--
"because the macro-scale effect of the interwoven fibres creates a fairly rough highlight it usually reads as a desaturation of the dye colour"
--
--
You received this message because you are subscribed to the Google Groups "alshaders" group.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+unsubscribe@googlegroups.com.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+...@googlegroups.com.
--
You received this message because you are subscribed to the Google Groups "alshaders" group.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+...@googlegroups.com.
Very interesting Philip, thanks! How did you generate the distance field that you passed to the shader?
On Fri, 24 Mar 2017 at 07:23 Philip Child <phili...@gmail.com> wrote:
This is an area close to my heart having implemented the cloth shading on Brave. On that we ray marched into the surface to generate the volumetric details from an implicit function that described the fibres. Because this was a distance field we could also use the distance info to calculate inter-fibre shading such as macro occlusion. So it was possible to generate huge amounts of detail on the fly with no actual geometry. Much like Anders says - you don't really need geom as long as you work out what the result would be if there really was geom! There is a great Disney paper from 101 Dalmatians Production which gives some nice examples of this. https://www.google.co.uk/url?sa=t&source=web&rct=j&url=http://danbgoldman.com/misc/fakefur/fakefur.pdf&ved=0ahUKEwjFxIyonu3SAhVKJMAKHXUgB74QFggaMAA&usg=AFQjCNGIVdHVnqDkBOGUQaM3645KQ2y3XA&sig2=AmpKMjIbqeejTGVb_JzetAWe did also generate curve geometry as well and ended up with a combination technique. Mainly because of the difficulty in antialiasing the tiny details without a low shading rate.Philip
On 23 Mar 2017 5:55 pm, "Derek Flood" <dere...@gmail.com> wrote:
"I've had a hybrid of those two on my to-do list for a long time now, but held up by the sampling."Yes, as I read the first paper I noticed he kept saying that the implementation is simple and fast, but I recall you saying before (and here too) that it was actually difficult (because of the sampling). LOL.He mentions having both a BTF for close-up details, and a BRDF for the far away look. From what I understand you to be saying here, the idea would be to have the BRDF driven by the shading info from the BTF. Am I getting that right basically? As a user I can say that getting the BRDF part right is actually not that hard with existing shaders (like ALsurface). The challenge comes in trying to get the thread detail with only bump maps, which seems to stretch them beyond what they are reasonably capable of. So it's really the BTF part that is the missing piece, more than the BRDF, at least that how I see it from my perspective as an artist.Have you seen this? https://github.com/vidarn/ThunderLoomIs this a similar approach to the two papers you sited? Or is it a different approach altogether?
--
You received this message because you are subscribed to the Google Groups "alshaders" group.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+unsubscribe@googlegroups.com.
--
You received this message because you are subscribed to the Google Groups "alshaders" group.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+unsubscribe@googlegroups.com.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+...@googlegroups.com.
--
You received this message because you are subscribed to the Google Groups "alshaders" group.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+...@googlegroups.com.
To unsubscribe from this group and stop receiving emails from it, send an email to alshaders+unsubscribe@googlegroups.com.