» CookTorranceMultiTexFresnel
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effect BRDF-texture fresnel environment-map Cook-Torrance reflection point-light
Credits: Currently as DX11-Version, supported by Catweasel, to thanks so dottore


Shading via multitexture. Two textures are interpolated over the surface, and their product results in the final specular BDRF.
The initial textures supplied approximate a Cook-Torrance model using one set of possible parameters, but different textures can be used to emulate a wide variety of isotropic BRDF models.
In this example lambertian diffuse is still supplied, but it is not required.


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22.06.10 [18:22 UTC] by dottore | 1151 downloads

anonymous user login


~9h ago

jib: Hi guys ! in Gamma, what's the way to do things that Buffer node does in Beta ?

~1d ago

david: Reminder: vvvv meetup is starting in 10 mins. https://www.youtube.com/watch?v=LzqaoN7QCSg

~2d ago

joreg: Reminder: 6th worldwide #vvvv meetup tomorrow, Nov 24: 6.-worldwide-vvvv-meetup with presentations by u7angel and team, texone and baxtan

~5d ago

tonfilm: That's going to be interesting, let's hope Intel is doing something similar: https://www.tomshardware.com/news/amd-allows-SAM-on-nvidia-gpus

~6d ago

neuston: THX @joreg and sorry for late reply as I left vl for a while. I've responded to related (UI performance issues) thread, no worry

~6d ago

~10d ago

schack: I need some help and hints to realise Text-To-Speech within beta 40 x64!!! THX

~13d ago

joreg: need an mqtt broker? try the new shiftr: https://next.shiftr.io

~13d ago

joreg: @neuston sorry to hear that. that doesn't sound right though...can you elaborate a bit on what you're working. best in the forum.