1 00:00:00,130 --> 00:00:03,550 I simply made up the anisotropic function out of my head. However, there's 2 00:00:03,550 --> 00:00:06,494 considerable research about how to capture BRDFs from materials, and how to 3 00:00:06,494 --> 00:00:11,647 make functions to compactly represent them. BRDFs are just the start. There's 4 00:00:11,647 --> 00:00:15,872 also the BSDF, the Beet Sugar Development Foundation. We're more interested in 5 00:00:15,872 --> 00:00:19,408 the Bi-Directional Scattering Distribution Function. This type of function 6 00:00:19,408 --> 00:00:23,227 captures both how light reflects from and transmits through material. There's 7 00:00:23,227 --> 00:00:27,436 also the BSSRDFs which stands for Bidirectional Surface Scattering Reflectance 8 00:00:27,436 --> 00:00:32,188 Distribution Function. Say that one three times fast. This function is 9 00:00:32,188 --> 00:00:35,364 important for materials like marble and milk. For these materials in 10 00:00:35,364 --> 00:00:38,492 particular, the light enters one location on the surface, bounces around inside 11 00:00:38,492 --> 00:00:42,808 the material, and comes out somewhere nearby. One other extremely important 12 00:00:42,808 --> 00:00:46,633 material that has this sort of scattering is skin. Getting skin to look good 13 00:00:46,633 --> 00:00:50,130 for interactive rendering can be quite involved. But the results are more 14 00:00:50,130 --> 00:00:53,548 convincing than using some simple reflection model. See the additional course 15 00:00:53,548 --> 00:00:57,764 materials for more information. That said, the key factor here is scale. The 16 00:00:57,764 --> 00:01:00,788 effect of subsurface scattering lessens as the viewer's distance from the 17 00:01:00,788 --> 00:01:04,748 object increases. Close up, a photon might exit at a location that's a fair 18 00:01:04,748 --> 00:01:08,788 number of pixels away from where it entered the surface. From farther away, 19 00:01:08,788 --> 00:01:12,877 they may be no change in pixel location. In fact the diffuse component for all 20 00:01:12,877 --> 00:01:16,786 non-metallic materials comes from subsurface scattering. It's just that in many 21 00:01:16,786 --> 00:01:21,224 cases this scattering is over an imperceptably small distance. Metals 22 00:01:21,224 --> 00:01:24,842 themselves are essentially all specular. Let me say that again, because all 23 00:01:24,842 --> 00:01:29,420 this time we've been living a lie. Metallic objects have no lambertian diffuse 24 00:01:29,420 --> 00:01:33,898 term. Well, not a lie, I just like being dramatic. Really, diffuse is simply an 25 00:01:33,898 --> 00:01:37,670 approximation of which we should be aware. Using it's fine, even high-quality 26 00:01:37,670 --> 00:01:42,190 applications do so. It's quick to compute and looks plausible. In reality, 27 00:01:42,190 --> 00:01:45,094 metals can indeed be given a roughened surface to give them a glossier, diffuse 28 00:01:45,094 --> 00:01:49,984 look. So, a diffuse term is fine. However, on a an atomic level, metallic 29 00:01:49,984 --> 00:01:53,746 objects have a free floating soup of electrons on the surface which absorbs and 30 00:01:53,746 --> 00:01:57,998 reemits incoming photons. If your surface represents a shiny metal, you 31 00:01:57,998 --> 00:02:01,588 probably don't want a diffuse term. Insulators have a diffuse term because the 32 00:02:01,588 --> 00:02:05,060 photons undergo subsurface scattering. Most of the time the entry and exit 33 00:02:05,060 --> 00:02:08,973 points are so close together it doesn't matter. But the direction of exit 34 00:02:08,973 --> 00:02:12,435 certainly does. Materials such as that in an unglazed clay pot, concrete, and 35 00:02:12,435 --> 00:02:15,635 even the moon itself, are rough enough that the lambertian reflection model 36 00:02:15,635 --> 00:02:19,968 doesn't capture them fully. This again turns out to be a matter of scale, 37 00:02:19,968 --> 00:02:22,896 having to do with the relationship of surface roughness with subsurface 38 00:02:22,896 --> 00:02:27,646 scattering. Admittedly, trying to capture all of these effects leads to a lot 39 00:02:27,646 --> 00:02:31,625 of work and possibly inefficient shaders. These subsurface scattering 40 00:02:31,625 --> 00:02:34,838 renderings are from 3D Studio Max and rendered offline, not at interactive 41 00:02:34,838 --> 00:02:39,039 rates. The main thing is to realize we don't have to stick with illumination 42 00:02:39,039 --> 00:02:43,601 models from the 1970's because of inertia or ignorance. Using reflection models 43 00:02:43,601 --> 00:02:47,060 based on how the real world works has a number of advantages. First and 44 00:02:47,060 --> 00:02:50,030 foremost, if everything is properly modeled, your virtual world acts like the 45 00:02:50,030 --> 00:02:53,855 real world. Change lighting conditions, and you don't have to tweak material 46 00:02:53,855 --> 00:02:57,505 settings to look good. For design software, this assurance can mean that you 47 00:02:57,505 --> 00:03:00,085 can trust what you see on the screen to have some relationship to what you 48 00:03:00,085 --> 00:03:04,770 manufacture. Physically based rendering is also a great help to virtual world 49 00:03:04,770 --> 00:03:08,370 content creators, such as game and film makers. It's a time saver to have 50 00:03:08,370 --> 00:03:11,604 predictable illumination models, as the artist does not have to learn obscure 51 00:03:11,604 --> 00:03:16,118 sliders that have no real world counterparts. It's vastly reassuring, knowing 52 00:03:16,118 --> 00:03:19,062 that materials won't show some glitch from a certain angle, and knowing that 53 00:03:19,062 --> 00:03:23,410 lighting can be changed without destroying the sense of realism. Rather than 54 00:03:23,410 --> 00:03:26,324 limit creativity, a well-designed system makes for a more productive and 55 00:03:26,324 --> 00:03:28,190 unrestrictive environment.