Op 12-4-2021 om 12:48 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> layering fractal noise
>>> different noise generator functions
>>> ways of incorporating and balancing diffuse, specular, metallic, ior,
>>> subsurface, fresnel, ... and a lot of other things that I'm missing.
> One other important thing that I had never thought of, but the ShaderToy folks
> have brought up:
> No values in the (s)rgb triplets should ever be zero.
> First, because there are almost never absolutely black objects in real life
> ("vanta black")
> and second, because there is no way to modify it with a multiplier.
> If you had a red value of one millionth, you could multiply that by a million to
> get 1. But anything multiplied by zero is always zero.
> So maybe we can set some min() threshold value that doesn't really register on a
> monitor (1/256).
Yes indeed; something I had not been aware of. Shall correct this in
>>> One thing we might try is - rather than having static definitions of the
>>> textures where the include file has to be hunted down and edited - what if we
>>> wrote them as macros that generated the texture?...
>> I have to think about this. I believe you are right but I need to let it
>> percolate through my thick braincase.
> I think if we bounce it back and forth a few times, we can get the important
> points hammered out for a prototype texture.
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