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Questions tagged [material]

The tag has no usage guidance.

11
votes
2answers
213 views

Why does graphics speak of “dielectrics” rather than insulators?

For example, Filament's documentation at https://google.github.io/filament/Filament.md.html uses the term "dielectrics" when contrasting nonconductors to conductors, which it calls "metallics". And ...
1
vote
1answer
48 views

Understanding material .mtl files

I am reading this piece of documentation to understand mtl files So far I am stuck trying to understand the difference between ambient, diffuse and specular reflectivity (Ka, Kd, Ks). If I am ...
1
vote
0answers
23 views

Proper design of data structure to store wavefront file information?

Currently I have a naive Mesh data structure to store wavefront files. This data has 3 buffers for the vertices, normals and UVs. It works well to the point I can render the sponza scene, despite ...
3
votes
1answer
225 views

Combine material coefficients and textures in Phong Shading

I'm trying to implement a simple Phong shader that supports non-physically-based materials and textures. Even though the material has a texture for each light component I still want the respective ...
2
votes
1answer
267 views

How can I implement this BSDF?

I am trying to implement a path tracer, but I have some problem. The class Spectrum is color. I implemented a mirror material like this: ...
3
votes
1answer
96 views

Confused about material layering

I am a little bit confused about the various flavors of material layering in both online and offline rendering. I had naively assumed (after using the Mix Shader in Cycles and a few minutes in ...
5
votes
3answers
4k views

What is the difference between glossy and specular reflection?

What is the difference between glossy and specular reflection? What is their relations with BRDF?
4
votes
0answers
166 views

Beer's law in dielectric material

I am trying to implement Beer's law according to this page in dielectric material but I am not sure have done it correctly as the image does not suggest so. The formula is: I(s) = I(0) * pow(e, ln(A)*...
1
vote
0answers
43 views

Would the surface of a large carbon-nanotupe structure look metalic?

CNT is a promising new material, which Wikipedia describes as such: Carbon nanotubes (CNTs) are allotropes of carbon with a cylindrical nanostructure. These cylindrical carbon molecules have ...
5
votes
1answer
293 views

Loading a material via assimp

I'm writing a raytracer and I'm using the assimp library to load objects. I have an object's material specified in a .mtl file: ...
6
votes
1answer
348 views

How can a diffused(frosted) glass be modelled in path tracing

How can a diffused(frosted) glass be modelled in path tracing? Currently I am able to define a window poly line as a clear glass material where it transmits or reflects the ray. I am not clear though ...
1
vote
0answers
188 views

Is there a material table for the Cook Torrance BRDF?

Is there a material table that lists all the specific values to obtain a certain type of material (e.g: copper or asphalt) available? I found this table in the paper: A Reflectance Model for ...
4
votes
1answer
221 views

Phong: Real-time rendering of Metal and Plastic Materials

Using a shader that works like Phong, what would be the difference between painted Metal and plastic? I seem to remember reading in books years ago, that I no longer have access to, the following: ...
11
votes
1answer
529 views

Path tracer - multi layered materials and importance sampling

I'm currently trying to implement a Monte Carlo path tracer. I've done some research and it seems that a common approach to materials is to use a layered model. Something like this: When light hits ...
5
votes
1answer
527 views

Mimicking Blender's “roughness” in my path tracer

Recently I asked a question regarding how to mix a glossy and diffuse shader in my path tracer: Mix shader looks wrong on my path tracer. I thought it was incorrect, but a comparison between mine and ...
7
votes
1answer
277 views

What is the most physically accurate model of surface materials possible in computer graphics?

I am looking for theoretical and implemented models to represent surface materials in software that strives for physical accuracy. Is BRDF really the best model? What alternatives are better? Why? ...
5
votes
1answer
66 views

Is there a material that contributes to GI, but isn't directly visible?

I am doing renders of the inside of a room. I would like to show a "bird's eye" view of the room, from above the ceiling (outside the room), but still see the interior of the room. An easy way of ...
5
votes
1answer
197 views

Material Layering

So after reading this Unreal Engine 4 Documentation page: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/LayeredMaterials/ (Which describes how to use material layering in UE4) ...
1
vote
0answers
45 views

Alias|Wavefront .mtl File “decal” Command

There are material color and texture colors (e.g. Kd 0.8 0.8 0.8 vs. map_Kd diff.png). The documentation says of this: ...
4
votes
1answer
147 views

Does light particle loses energy when it hits something?

I have some material which I want to represent as a collection of spheres (atoms) and a particle of light (photon). I'm firing this particle and checking for the collision against atoms. What should ...
15
votes
2answers
2k views

Why do most photorealistic renderers have similar material test scenes?

I notice that most photorealistic renderers have very similar material test scenes. Here are a few examples: Blender Mitsuba Vray My question is: why is this specific model / style chosen to test ...