Disney4

Implementation of the Disney principled BRDF

After reading the papers from the 2012 siggraph shading courses I really wanted to try the BRDF described by Disney. It’s possible to use the awesomeopen source tool BRDF explorer, but I really wanted to try it in my own renderer. You can download it here: PBRViewer. In his talk, Brent Burley describe the BRDF adopted by Disney and used for every materials in Wreck-it Ralph, except for hairs. He also explain how they come up with this BRDF, the tools they used, etc. The course notes are full of informations, it’s really something anyone interested in physically based shading should read. ...

April 22, 2014 · 3 min · admin
diffspec

Physically Based Shading, Metallic and Specular workflows

Physically based shading is more and more adopted and even if the core mechanism is pretty much always the same, the workflow may differ from an engine to another. For example let’s compare two common ones, often called Metallic and Specular. The metallic workflow uses a color input, the base color, and two scalar parameters, rouhghness and metallic. On a specular workflow there is two color inputs, an albedo and a specular, and a scalar, the roughness. ...

April 4, 2014 · 4 min · admin