Hey all!

Gotta make this quick, am already late for an appointment...
But just had to get this out to you at last.

So I´ve been working on some shaders in the last two months, most are 
nigh-complete, but I have some difficulties with all of them.
The Ashikhmin-Shirley shader for example doesn´t work quite right.
The highlights given by that shader work though, so I decided to just release 
them as they are.

So here they come, anisotropic highlights after the Ashikhmin-Shirley BRDF.
Pretty simple - I´ve kept the code in a single level so you can plug it into 
any Surface Illumination shader-level you like.
You´ll have to access the parameters via the advanced mode though.

You just enter a highlight color, adjust the strenght of the highlight (called 
Rs), and pick a value for nu and nv (which are the specular exponents for 
tangent-u and tangent-v direction).
The shader then gives highlights stretched along the respective direction - nu 
2 and nv 10000 for example give a thin, hard highlight stretched along the 
tangent-v direction.

It´s not perfect yet, but I hope it will be useful.


Happy new year!

Martin
-- 
GMX DSL Doppel-Flat ab 19,99 Euro/mtl.! Jetzt mit 
gratis Handy-Flat! http://portal.gmx.net/de/go/dsl

Attachment: Ashikhmin-Shirley Highlights v1_0.r3d
Description: Binary data

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