![]() The disalignment of the micro-facets is often modelled by physically based shaders with properties such as “ Smoothness” or “ Roughness“. The presence of those micro-facets scatters rays in all directions, de-facto diffusing the incoming light. One can model a rough surface as made of tiny mirror, each one fully characterised by a specular reflection. A previous tutorial, Physically Based Rendering and Lighting Models, explains the Lambertian and Blinn-Phong reflectance models used for the diffuse and specular reflections, respectively.ĭespite looking different, diffuse reflection can be explained with specular reflection alone. Most modern engines (like Unity and Unreal) used to model those two behaviours with different sets of equations. This gives objects a uniform, diffuse coloration. When a ray of light hits a diffusive surface, it is scattered more or less uniformly in all directions. In reality, most objects exhibit another type of reflection, called diffuse. Objects rendered with such a technique looks like mirrors. Moreover, if the light comes from the direction L, it can only be seen if the viewer is looking at it from the direction R. This type of reflection is also called specular, which means “mirror-like”. Those surfaces act like ideal mirrors, perfectly reflecting light. Generally speaking, when a ray of light hits a surface, it bounces off with the same incidence angle. ![]() Most shading models treat light as made of homogeneous particles, all behaving like ideal billiard balls. The scientific literature often refers to a “ ray of light“, which is a way to indicate the path that photons traverse when travelling through space and interacting with objects. Introduction Reflection: Lights and Mirrors: ![]()
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