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2 changes: 1 addition & 1 deletion examples/open_pbr_velvet.mtlx
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,6 @@
<input name="specular_roughness" type="float" value="0.8" />
<input name="fuzz_weight" type="float" value="1" />
<input name="fuzz_color" type="color3" value="0.4, 0.4, 0.4" />
<input name="fuzz_roughness" type="float" value="0.2" />
<input name="fuzz_roughness" type="float" value="0.5" />
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Is this empirical, or is there a closed form to fit Conty-Kulla on Zeltner one ?

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I'm not aware of a closed-form solution, but we can definitely put together a good approximation and include it in a future shader translation graph from standard_surface to open_pbr_surface.

For now, I'm just estimating the visual equivalent of the original settings with Zeltner sheen, in order to roughly maintain the look of the example material in the new model.

</open_pbr_surface>
</materialx>
2 changes: 1 addition & 1 deletion reference/open_pbr_surface.mtlx
Original file line number Diff line number Diff line change
Expand Up @@ -558,12 +558,12 @@
</layer>

<!-- Fuzz Layer -->
<!-- TODO: Add a new BSDF node for the selected fuzz model in OpenPBR -->
<sheen_bsdf name="fuzz_bsdf" type="BSDF">
<input name="weight" type="float" interfacename="fuzz_weight" />
<input name="color" type="color3" interfacename="fuzz_color" />
<input name="roughness" type="float" interfacename="fuzz_roughness" />
<input name="normal" type="vector3" interfacename="geometry_normal" />
<input name="mode" type="string" value="zeltner" />
</sheen_bsdf>
<layer name="fuzz_layer" type="BSDF">
<input name="top" type="BSDF" nodename="fuzz_bsdf" />
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