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custom bsdf function for PBR?


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#1 kelvincai

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Posted 28 April 2010 - 03:32 AM

I had ported 3delight's architectural shader to VEX, and working fine w/ Mantra's mp renderer.

I try to extend it to be used in PBR.  However, the anisotropic implementation in 3delight's shader is the same as mental ray's mia_material, but different than PBR's ashikhmin() model.

Is it possible to write your own bsdf model?

#2 bw5013

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Posted 30 October 2010 - 01:14 AM

I'd like some insight into this as well.

*edit* not possible

Edited by bw5013, 02 November 2010 - 07:56 PM.





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