Iterations | 1000 |
Depth | 8 |
Resolution | 1280×720 |
Render Time | ~ 18mins |
Materials | Matte (Oren Nayar), Metal (Fresnel Conductor), Rough Specular (Microfacet BRDF) |
Textures | Diffuse (2048 x 2048), Normal (2048 x 2048), Roughness (2048 x 2048) |
Lights | 2 Square Plane Arealight (top-left, top-right) |
3D Models | Gold Bar (Source) |
Triangles | 4860 |
Scene Info:
This scene uses spectral data which is discretized & supplied to a Microfacet BRDF with a Fresnel conductor operator. This allows us to render materials like Gold, Silver, Copper etc. and pretty much any alloy or metal. There is also a roughness applied with a Trowbridge Reitz microfacet distribution.
The floor is a matte material with a diffuse, normal and roughness map. Roughness is used by the Oren-Nayar operator in the Lambertian BRDF. If we supply roughness as 0, the Oren-Nayar behaves as a perfect diffuse material.
Notable Things:
Iterations | 1000 |
Depth | 8 |
Resolution | 1280×720 |
Render Time | ~ 20mins |
Materials | Matte (Lambert – Oren Nayar), Plastic (Lambert – Oren Nayar, Microfacet BRDF) |
Textures | Diffuse (2048 x 2048), Normal (2048 x 2048), Roughness (2048 x 2048) |
Lights | 1 Square Plane Arealight (top-left) |
3D Models | Android (Source) |
Triangles | 2304 |
Notable Things:
Iterations | 1000 |
Depth | 8 |
Resolution | 1280×720 |
Render Time | ~ 25mins |
Materials | Glass (Specular BRDF, Specular BTDF), Matte (Lambert – Oren Nayar) |
Textures | Diffuse (2048 x 2048), Normal (2048 x 2048), Roughness (2048 x 2048) |
Lights | 1 Square Plane Arealight (top-left) |
3D Models | Wine Glass (Source) |
Triangles | 9960 |
Notable Things: