Difference between revisions of "Brdf map"

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* [[Polycount|Main Page]] > [[Category:Texturing]] > BRDF Map
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= BRDF Map =
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BRDF stands for Bidirectional Radiance Distribution Function, a way for describing how a surface reflects light. In game shaders BRDF is usually a rougher approximation, simplified for faster rendering. A BRDF map is a vertical gradient mixed with a horizontal gradient, each controlling how the surface reflects light relative to a different angle: one for the camera, and the other for the main light.  
 
BRDF stands for Bidirectional Radiance Distribution Function, a way for describing how a surface reflects light. In game shaders BRDF is usually a rougher approximation, simplified for faster rendering. A BRDF map is a vertical gradient mixed with a horizontal gradient, each controlling how the surface reflects light relative to a different angle: one for the camera, and the other for the main light.  
  
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== BRDF Shaders ==
 
== BRDF Shaders ==
1. [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]'s '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' supports a BRDF map. It's also been [[http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf ported to 3ds Max] by [http://crazybutcher.cottages.polycount.com/ Christoph Kubisch aka CrazyButcher]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.  
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1. [http://www.mentalwarp.com/~brice Brice Vandemoortele] and [http://www.kjapi.com/ Cedric Caillaud]'s '''[http://www.mentalwarp.com/~brice/brdf.php BRDF shader for Maya]''' supports a BRDF map. It's also been [http://www.luxinia.de/index.php/ArtTools/3dsmaxFX#genbrdf ported to 3ds Max] by [http://crazybutcher.cottages.polycount.com/ Christoph "CrazyButcher" Kubisch]. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=49920 Free Maya/max cgfx/fx Shader]''. '''Update:''' [http://boards.polycount.net/showthread.php?p=821862#post821862 New version here] with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.
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2. [http://www.kostas.se Kostas "Kodde" Gialitakis]' '''[http://www.kostas.se/shader/ Maya CG shader]''' also supports a BRDF map. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 "KoddeShader", a Maya CGFX shader]''.
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3. [http://www.laurenscorijn.com/ Laurens "Xoliul" Corijn]'s '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' supports Rim Lighting and other techniques similar to BRDF.  More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.
  
2. [http://www.kostas.se Kostas Gialitakis]' '''[http://www.kostas.se/shader/ Maya CG shader]''' also supports a BRDF map. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=69161 "KoddeShader", a Maya CGFX shader]''.
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4. [http://www.till.maginot.eu/ Till "Rollin" Maginot]'s '''[http://blog.maginot.eu/index.php?seite=people&people=till&page=mhn2048106717 TF2 Shader for 3ds Max]''' and '''[http://blog.maginot.eu/index.php?p=till.1__scriptnstuff_shader_toon Toon/Comic Shader for 3ds Max]''' support various lighting techniques similar to BRDF... litsphere, ramp texture, half-Lambert, etc. More info in the Polycount thread ''[http://boards.polycount.net/showthread.php?t=64453 TF2 and TOON realtime viewport shader (3ds max)]''.
  
3. [http://www.laurenscorijn.com/ Laurens Corijn]'s '''[http://www.laurenscorijn.com/viewportshader 3ds Max viewport shader]''' supports several lighting techniques that are similar to BRDF.
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* [[Polycount|Main Page]] > [[Category:Texturing]] > BRDF Map

Revision as of 13:09, 6 July 2010

BRDF Map

BRDF stands for Bidirectional Radiance Distribution Function, a way for describing how a surface reflects light. In game shaders BRDF is usually a rougher approximation, simplified for faster rendering. A BRDF map is a vertical gradient mixed with a horizontal gradient, each controlling how the surface reflects light relative to a different angle: one for the camera, and the other for the main light.

BRDF Shaders

1. Brice Vandemoortele and Cedric Caillaud's BRDF shader for Maya supports a BRDF map. It's also been ported to 3ds Max by Christoph "CrazyButcher" Kubisch. More info in the Polycount thread Free Maya/max cgfx/fx Shader. Update: New version here with many updates, including object-space normal maps, relief mapping, self-shadowing, etc.

2. Kostas "Kodde" Gialitakis' Maya CG shader also supports a BRDF map. More info in the Polycount thread "KoddeShader", a Maya CGFX shader.

3. Laurens "Xoliul" Corijn's 3ds Max viewport shader supports Rim Lighting and other techniques similar to BRDF. More info in the Polycount thread TF2 and TOON realtime viewport shader (3ds max).

4. Till "Rollin" Maginot's TF2 Shader for 3ds Max and Toon/Comic Shader for 3ds Max support various lighting techniques similar to BRDF... litsphere, ramp texture, half-Lambert, etc. More info in the Polycount thread TF2 and TOON realtime viewport shader (3ds max).

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