Good shader explanation

Please don’t hijack this thread. Many people may not see your question. Please start a new thread with your question and you will have a better response.

Sorry - scratch that post

New Anisotropic shader coming in V2.72 (compare to the old method in post #3 of this thread). As before - all values are default except the specified value:

Ashikhmin-Shirley setting:

Aniostropic Anisotropy 0, 0.25, 0.75, 1


Anisotropic Roughness 0, 0.025, 0.1, 0.25


Anisotropic Rotation 0, 0.05, 0.15, 0.25


GGX Setting:

Aniostropic Anisotropy 0, 0.25, 0.75, 1


Anisotropic Roughness 0, 0.025, 0.1, 0.25


Anisotropic Rotation 0, 0.05, 0.15, 0.25


Beckman Setting:

Aniostropic Anisotropy 0, 0.25, 0.75, 1 (yes it really does do this - I checked twice :D)


Anisotropic Roughness 0, 0.025, 0.1, 0.25


Anisotropic Rotation 0, 0.05, 0.15, 0.25


New Glossy Options:

Roughness 0, 0.025, 0.1, 0.25

Beckman


GGX


Ashikhmin-Shirley (seems to be a bit buggy with roughness = 0)


Newer options in SSS:

Scale 0, 0.5, 1, 5

Cubic


Gaussian


SSS (Cubic, 0.5 Roughness)

Sharpness 0, 0.5, 1, 5
[ATTACH=CONFIG]335954[/ATTACH]

Attachments


New (experimental) sampling method.

Sobol Sampling (default) - 250 samples


Correlated Multi Jittered (experimental) - 250 samples (cleaner floor)


Re-opened thread

for the new multiscatter ggx glossy shader i suppose

Yep

Comparison of the standard GGX with the new multiscattered GGX coming in 2.78.

Left to right = Roughness 0.25 GGX, 0.25 Multiscatter, 0.75 GGX, 0.75 Multiscatter

Glossy

Anisotropic

Glass

Attachments