I read the rediance_tutorial (http://www.jaloxa.eu/resources/radiance/documentation/docs/radiance_tutorial.pdf). In it, I found the configurations of materials, which include the reflectance of R,G,B, roughness and specularity. However, I am confused about the roughness and specularity. As I understand, the reflected light equals the reflectance * incident_light_irrandiance. So, how do the roughness and specularity join this process? Is there any reference showing more details about how the reflected light is calculated? Thanks.
Hope this helps!
Thanks, Greg. I try to extend the RGB to multiple channels, just like what has been done by Alfa. Do you have any suggestions?
No real advice from my end. This is something I haven’t done in the way you’re proposing, but others may have ideas.