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@@ -130,7 +130,7 @@ default one is Lambert, which does not vary with roughness. Other modes are also
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* Lambert: Default mode, is not affected by roughness.
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* Lambert Wrap: Extends lambert to cover more than 90 degrees when roughness increases. Works great for hair and simulating cheap subsurface scattering. This implementation is energy conserving.
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-* Oren Nayar: This implementation aims to take microsurfacetting into account (via roughness). Works really well for clay-like materials and some types of cloth.
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+* Oren Nayar: This implementation aims to take microsurfacing into account (via roughness). Works really well for clay-like materials and some types of cloth.
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* Burley: The original Disney Principled PBS diffuse algorithm.
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* Toon: Provides a hard cut for lighting, with smoothing affected by roughness.
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@@ -263,7 +263,7 @@ The minimum internal reflectivity is 0.04, so (just like in real life) it's impo
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Roughness
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~~~~~~~~~
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-Roughness affects mainly the way reflection happens. A value of 0 makes it a perfect mirror, while a value of 1 completely blurs the reflection (simulating the natural microsurfacetting).
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+Roughness affects mainly the way reflection happens. A value of 0 makes it a perfect mirror, while a value of 1 completely blurs the reflection (simulating the natural microsurfacing).
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Most common types of materials can be achieved from the right combination of *Metallic* and *Roughness*.
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.. image:: /img/spatial_material14.png
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