I already applied a normal map and a specular map for better
pixel-based lighting and reflections. On curved objects, this helps
to avoid the need of a hi-poly mesh.
see: NormalsAndSpecMapApplied.jpg
here a normal map using TBN (tangent space matrix) is used.
and a specular map for reflection (which conatins zero intensity in this sample here;
and so also the roughness is not applied). I would use roughness this way:
importance = saturate(importance - roughness);
Do you think that is appropriate ?
NormalMapWithFresnelSpecularReflection.jpg
here only the normal map and “Fresnel Reflectance”
(as shown in 1.7. Tutorial 6 in OptiX_Quickstart_Guide_5.0.0.pdf)
Shadow_AnyHit.jpg
I tried “Shadowing Transparent” (as the shown in 1.11. Tutorial 10)
but instead of “shadow_attenuation” I simply use the pixel color
from the related texture of this material.
However, there are still some issues with it:
- how to remove the shadow of the cow (which again there in the shadow of the “boat” ?
- the shadow border is not smooth. how could I achieve that without more light sources? is there any way?
- color bleeding: Is there a way without using a path tracer / photon mapper? How should I do that?
- I have also an ambient occlusion map for the material. But I don’t really know where to start
when adding them to the lighting. Is it recommened to add it at all to a ray tracer? Any suggestions?