Cycles: Glossy at roughness 1.0 is different than Diffuse #37899

Closed
opened 2013-12-20 15:41:33 +01:00 by Avenger · 7 comments

System Information
Windows 7 64 bit, Nvidia Geforce GTX 760

Blender Version
Broken: Blender 2.69 r61157

Short description of error
Shouldn't glossy reflections at roughness 1.0 look exactly like Diffuse?
Currently I'm getting dark shades near the border and slight shades in the center.

On the attached images, the sphere on the left is Diffuse, the right one is glossy.
(the lighter image is Beckmann, the second one GGX)

Exact steps for others to reproduce the error
Render the attached .blend file.GlossBug.blend

GlossBugBeckmann.jpg

GlossBugGGX.jpg

**System Information** Windows 7 64 bit, Nvidia Geforce GTX 760 **Blender Version** Broken: Blender 2.69 r61157 **Short description of error** Shouldn't glossy reflections at roughness 1.0 look exactly like Diffuse? Currently I'm getting dark shades near the border and slight shades in the center. On the attached images, the sphere on the left is Diffuse, the right one is glossy. (the lighter image is Beckmann, the second one GGX) **Exact steps for others to reproduce the error** Render the attached .blend file.[GlossBug.blend](https://archive.blender.org/developer/F46918/GlossBug.blend) ![GlossBugBeckmann.jpg](https://archive.blender.org/developer/F46919/GlossBugBeckmann.jpg) ![GlossBugGGX.jpg](https://archive.blender.org/developer/F46921/GlossBugGGX.jpg)
Author

Changed status to: 'Open'

Changed status to: 'Open'
Author

Added subscriber: @OskarSwierad

Added subscriber: @OskarSwierad

Added subscriber: @BartekMoniewski

Added subscriber: @BartekMoniewski

Changed status from 'Open' to: 'Archived'

Changed status from 'Open' to: 'Archived'
Brecht Van Lommel self-assigned this 2013-12-20 15:57:27 +01:00

No, there is no fixed rule that says they should be the same. You can make a roughness based diffuse-glossy mix shader if you want this behavior.

No, there is no fixed rule that says they should be the same. You can make a roughness based diffuse-glossy mix shader if you want this behavior.
Author

Hey, it's not so irrelevant.
In Marmoset Toolbag it works that way:
Marmoset.jpg
Thanks to this, I can use the whole scale of bluriness using a single gloss map.
Using Mix shader between sharp reflections and diffuse wouldn't give me this effect.

Hey, it's not so irrelevant. In Marmoset Toolbag it works that way: ![Marmoset.jpg](https://archive.blender.org/developer/F46925/Marmoset.jpg) Thanks to this, I can use the whole scale of bluriness using a single gloss map. Using Mix shader between sharp reflections and diffuse wouldn't give me this effect.

I'm not saying it's irrelevant, I know this behavior is useful. But we implement a particular BSDF model that has some set of properties and trade-offs.
http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf‎

Ok, you want a different behavior, and we could implement it at some point. But that doesn't make it a bug, it's a feature request.

I'm not saying it's irrelevant, I know this behavior is useful. But we implement a particular BSDF model that has some set of properties and trade-offs. http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf‎ Ok, you want a different behavior, and we could implement it at some point. But that doesn't make it a bug, it's a feature request.
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Reference: blender/blender#37899
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