Hey to all,
I have been trying for the better part of the day to find the formula for Rho, in a simple manner that would make me avoid having to make a manual texture lookup for it in UDK.
However, most of the them use math which I'm unable to translate in UDK or didn't quite grasp.
Does anyone have the HLSL/shader formula for Rho or point me as to where to find it? This is what I found so far for HLSL:
rho = dot(light.Direction, L)
Cheers.
Replies
I was reading up on nvidia's GPU Gem's webpage: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html
I guess I mistook Beckmann's texture for Rho, since I saw other sites referring to the code as Rho.
Ooops, sorry about the silly topic, red face.