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Offical EM's Naiad Buddy for Arnold can't fit my requirements, so I wrote a procedural to load .emp cache file and generate AR's node directly. All code could be checked out at Ortholab/NtoA. WARNING:... 阅读全文
posted @ 2011-06-20 16:18
Bo Schwarzstein
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Multiple Cook-Torrance lobes are good enough to represent metallic car paint material in an environment.And till now, I have almost known how to implement the mia_material, mi_metallic, mi_carpaint .Check the code at Ortholab.多个CT高光已经可以足够模拟金属汽车游戏的效果了。到现在为止,我已经差不多完全知道mia_material、mi_metallic、mi_carp. 阅读全文
posted @ 2011-06-09 23:21
Bo Schwarzstein
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Refers to "Physically Based Shading Models in Film and Game Production: Practical Implementation at tri-Ace" by Yoshiharu Gotanda tri-Ace, Inc as a SIGGRAPH 2010 Course. My primary propose is to exper... 阅读全文
posted @ 2011-05-22 21:51
Bo Schwarzstein
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When you are installing NAIAD as root, it will report it was refused by X Server. You may login as root, just type "xhost +" in terminal in order to enable X Server to root account. 阅读全文
posted @ 2011-05-20 18:41
Bo Schwarzstein
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According the document, user should can access the nParticle data by MFnNObjectData, but I tried several ways to access the data in an nParticle shape node by the MFnNObjectData and MnParticle, none u... 阅读全文
posted @ 2011-05-01 23:28
Bo Schwarzstein
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在医院的时候闲着没事天天用笔记本看论文玩,翻到了一篇SIGGRAPH 2009的Poster名为《Reflection Model of Metallic Paints for Reflectance Acquisition》,由广岛城市大学(Hiroshima City University)的马场正志(Masashi Baba)和浅田直树(Naoki Asada)所写。经过测试发现他们的模型要比mi_metallic_paint复杂一点点,而Flake层却又不同于mi_car_paint。这里的Flake层是用的高斯分布,也就是用样本去扰动第二高光。我直接在shader中采样高斯分布的CDF 阅读全文
posted @ 2011-04-21 10:29
Bo Schwarzstein
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