AcademySoftwareFoundation / AcademySoftwareFoundation/OpenPBR
MaterialX: implement bump mapping for fuzz
- Dominant language
- CSS
- Stars
- 793
- Forks
- 44
- PR merge metrics
- No merged PRs in 30d
Description
In the spec we say:
>The fuzz shading normal is assumed to inherit from that of the substrate layer, the physical picture being that the fuzz volume settles and conforms to the geometry of the substrate. The substrate is generally a mixture of coat and uncoated base. Thus physically the fuzz model should be evaluated with each of the geometry_coat_normal and geometry_normal separately (if they differ), and the final result blended according to the coat_weight. As a practical approximation, it may be more convenient and efficient to instead approximate the fuzz normal by interpolating the coat and base normal according to coat_weight.
Thus a fuzzy surface on top of a bumped base and/or coat, should also show the bump effect in the fuzz lobe itself.
The MaterialX implementation currently doesn't attempt this.
Contributor guide
No contributing guide indexed for this repository
Research direction
Start with the quoted fuzz shading-normal guidance in the specification and inspect the MaterialX implementation of the fuzz model. Done means bump effects from the substrate coat and base normals appear in the fuzz lobe as described.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100