Timeline for Confused with PBR implementations
Current License: CC BY-SA 3.0
5 events
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Jun 6, 2017 at 14:57 | comment | added | Olivier | @newin emitted light is just added on top of everything else. It's unrelated to BRDFs. If your mesh does nothing but emit light, you don't even need to trace any further rays from it. A large albedo will amplify light (physically wrong), not create it. | |
Jun 6, 2017 at 12:16 | comment | added | newin | So if I understand correctly that "vec3 reflectionColour" should be treated as a light and if I want to make mesh emitting light I should just put a value > 1 in the albedo and that's it ? (I'm trying to integrate PBR in to different scenario the first is a raymarcher where I want meshes emitting light, the other is a game engine that use SSR and probably will use cubemaps) | |
Jun 6, 2017 at 1:04 | comment | added | Olivier | @newin In a PBR model, specular and reflection are different names for the same thing. It's a specular highlight when the ray hits a light, a reflection when it hits another object (or an environment). As for your reflectionColour, it depends how the ray is generated. Are you sampling direct lighting? Area lights? Integrating a BRDF against and environment map? Try reading Progressive Path Tracing with Explicit Light Sampling, there's a long answer which might clear a few things up about the process. | |
Jun 5, 2017 at 23:57 | comment | added | newin | okay, that's a bit more clear but it still doesn't explain what do I do with my "vec3 reflectionColour" that I get from re-launching a ray in raytracing/marching or using SSR/cubemap. It's like the equations only taking into account a pointlight/spotlight but no idea for area lights or reflections. It also seems that the "specular" is only related to the "white dot" instead of reflection because of that which doesn't make sense =/ | |
Jun 1, 2017 at 19:51 | history | answered | Olivier | CC BY-SA 3.0 |