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    Glossiness, pseudorandom perturbation In the glossy shader I think there's a part that pseudorandomly perturbs the reflection vector so that it's not a perfect mirror reflection. How does one go about perturbing the reflection vector to get good visuals? Is there a formula? https://ift.tt/eA8V8J

    In the glossy shader I think there's a part that pseudorandomly perturbs the reflection vector so that it's not a perfect mirror reflection. How does one go about perturbing the reflection vector to get good visuals? Is there a formula?

    from GameDev.net http://bit.ly/2UR5GBG

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