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I’d argue that in English, reflect is a vastly more common word than specular. I’m not sure I’ve heard the word specular outside of rendering/computer graphics. And reflectance is a conjugation (form of a verb) of reflect. Reflectance sounds like how reflective something is. BRDF is bidirectional reflectance distribution function. So in summary I don’t think it should be changed from reflectance to specular intensity. That said, we should perhaps clarify how it is different from physical quantities both through its name and documentation. And we should document how to think about it from an artistic perspective. The filament documentation of how to think about the materials with visual examples is pretty useful. And all of that said, I am interested to learn what content creation tools output that would map to reflectance. I was expecting to see it as part of the gltf metallic roughness material model but I don’t see it in our gltf loader at least. Hmm. |
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Other considerations: people may be able to infer what "reflectance" means based on similarity with "reflection", but are not necessarily familiar with the actual physical measure "reflectance". Meaning that a user may expect it to do what it does, without having expectations about the effect of a particular value has. |
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As the filament doc points out, "reflectance" as a shader parameter is not identical to the physical quantity "reflectance" (a value of
0.5
resulting in a4%
reflectance, ie0.04
) In any case, that value is mostly used to control the specular intensity of the material."Reflectance" is a very niche term that most users are not familiar with, while "specular intensity," is explicit to anyone who knows what "specular" means. Question becomes: should we rename
reflectance
tospecular_intensity
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