How do we decide what azimuthal angles to use for these materials? Would this be based on studies about materials or experimentation with what looks visually good? Also, what efficient way could we incorporate this in a program without hardcoding for each material?
goose_r_s
Would most natural brdf's fall into the isotropic category?
minhsual
How do we know if we need to include something like azimuthal angle into a texture map vs. calculating it while rendering?
How do we decide what azimuthal angles to use for these materials? Would this be based on studies about materials or experimentation with what looks visually good? Also, what efficient way could we incorporate this in a program without hardcoding for each material?
Would most natural brdf's fall into the isotropic category?
How do we know if we need to include something like azimuthal angle into a texture map vs. calculating it while rendering?