Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
I have only a printout, but the calculation of the specular illuination is the following:
point Nf = normalize(faceforward(N,I);
point delta = normalize(dPdu);
color spec = specular(Nf-delta,I,roughness);
ci = Cs*(Ka*ambient() + Kd *diffuse(Nf)) + Ks specularcolor spec;
I dont have seen a render with this shader, so I dont know if it is any good, but it gave me the idee to explore the anisotropic node a bit more. I try to use the available wealth of information about renderman shader as inspiration for poser shaders, but I was not really successful in translating anything nontrivial.
Maybe I should try to actually program some renderman shaders first, just to get a better feeling for them.
If I am understand that thing correctly (but I am a bloody beginner with this stuff), it calculates the specularity with the normal tilted away from the surface tangent in U direction. So it should be more reflective when illuminated in a flat angle from that direction. I really should get my things together and install a renderman compatible renderer to try it out myself. Viel Spabei deinem Bier!
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An anisotropic shader usually has a preferred direction of highlight. From there names, assume that xdir_x, xdir_y and xdir_z in the poser5 shader node give this direction. But I can see no difference if I change the values of this parameters. Are I am totally wrong about their purpose? If I am not totally wrong, which coordinate system are they using? Local, world or camera space? Does anybody know? Stefan