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Jan 16, 2024 at 20:18 comment added lightxbulb The it is still a bsdf sample, just one that is only positional $f(x, \cdot, \cdot)$, i.e. it returns a function. The parameters that define the bsdf vary quite a bit depending on the model.
Jan 16, 2024 at 19:56 comment added Kevin Reid @lightxbulb The concept I am looking for does not include the incoming or outgoing directions; that is, the sample is some representation of the function $f(\omega_o, \omega_i)$, just as sampling textures gives you parameters you can then use in your actual BRDF with your actual ray directions.
Jan 16, 2024 at 19:56 history edited Kevin Reid CC BY-SA 4.0
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Jan 16, 2024 at 19:46 comment added lightxbulb A sample of the brdf/bsdf? You feed it a position, an outgoing and incident direction and you get a value $f(x, \omega_o, \omega_i)$. Many people mix in Lambert's term into this, i.e. $f(x,\omega_o,\omega_i) |n_x \cdot \omega_i|$, so that would be a sample of the product between the brdf/bsdf and the cosine. This tells you everything you need to know about how much radiance arriving from direction $\omega_i$ is reflected at location $x$ along direction $\omega_o$.
Jan 16, 2024 at 16:20 history edited Kevin Reid CC BY-SA 4.0
note on the existence of “maxel”.
Dec 1, 2022 at 0:09 history edited Kevin Reid CC BY-SA 4.0
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Nov 30, 2022 at 23:40 comment added Kevin Reid @NicolBolas I was thinking of normal-mapped surface detail, like cloth or leather might have. Perhaps that is a bad example since it does relate more to the shape than the other things you refer to. I must admit that I'm not greatly familiar with the finer points — I'm a programmer doing this for a hobby, not an artist or professional game developer. That's why I'm asking this question — I want to use accurate and clear terminology. I've changed the list of examples to hopefully be more relevant and uncontentious.
Nov 30, 2022 at 23:33 history edited Kevin Reid CC BY-SA 4.0
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Nov 30, 2022 at 23:22 comment added Nicol Bolas What if we take issue with your definition of, for example, "material"? Like, generally speaking, I would use the term to refer, not to things like a "normal map", but to the particular elements in the lighting equation that describe the surface (as modeled by said equation). Surfaces have a normal, but it doesn't matter to the "material" if that normal comes from a per-vertex interpolated value or the result of a texture access. "Having a normal" is a material parameter; where the normal comes from is not the business of the material.
Nov 30, 2022 at 21:57 history asked Kevin Reid CC BY-SA 4.0