T2S_illumination – x64 version released!
Highlights
In Computer Graphics, HighLights (or Specular term) correspond to the glossy reflection of light sources. Since the radiosity coming from a light source is much higher than indirect illumination, even low-reflective materials may show a small highlight at mirroring angles in addition to the diffuse color. However, Mental Ray doesn’t rely on radiosity, and has indeed to consider separate “artificial” highlight properties.
The amount of light reflected for each couple of viewing / ligthing angles is determined by the Bidirectional Reflectance Distribution Function (BRDF). This BRDF is responsible of the appearance of an object, and allows us to differenciate the different materials surrounding us.
The T2S_illumination shader includes 4 BRDF models :
- Phong
- Blinn
- Ward Anisotropic
- Lafortune
These models can here be enabled and mixed with separate parameters and weights. Custom highlights can therefore be easily created.
“Gollum had a subsurface term mixed with a straight lambertian term and 4 specular terms, one of which was a LaFortune which is essentially 3 specular calls.“
-Kevin Smith
The Lafortune model is extremely interesting since it is based on experimental BRDF measures. This model uses separate coefficients for Red, Green and Blue components, making the specular coloration change as a function of the viewing and lighting angles.
The Lafortune presets contain the parameters provided by the Cornell University Program of Computer Graphics for the following materials :
- Blue Paint
- Matte Steel
- Gray Primer
- Caucasian Male
- Indian Male
- Red Clay
In addition, we implement the possibility of using new material data (.t2s files), which contain the Lafortune coefs. Anisotropic materials and highly complex BRDF ( > 3 lobes) can therefore be used.
For more details concerning the Lafortune model and the t2s file format, please refer to T2S File Format
Roll Off affects the HighLight intensity.
If Enabled, the Ward Anisotropic parameters can be linked to the scattering settings, giving them the same color and shiny values. This is similar to Mental Ray “dgs_material” scheme.
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Hi. I am using XSI 7.01 and have installed the addons T2S Illumination, and T2S Materials.
I’m unable to load any of them.
When I go to Get>Materials the menu shows up but doesn’t have anything in there.
Do you have any advice? or an install tutorial.
Thanks.
Hey Chris! Im using the same version and had the same problem but I got it woring! Make sure that you download that Microsoft visual C++ file (there are links on this site depending on what version of T2S your using. Then instead of using the get-material just load it as a material preset from the shadertree. You do this by opening the material PPG and at your right top corner there is a map icon. Load and save preset…) Thats how i got it working!
T2S_Illumination_1.1_x86-x64.xsiaddon instal but not visible in render tree options in xsi later 7.01 your older version is work! and the main, shader not work with property of inclusive or exclusive light!!! it work with all light in scene – its not good!!!
Hi, first thanks for such a great shader, we’ve made great use of it.
We now have a need to exactly replicate the look of the original 32 bit shaders for 5.11 in Soft 2010 64 bit. In the new version there are some extra options in the Output Tab regarding how Diffuse and BDRF elements are mixed. I am trying to replicate the way that the original shader mixed these elements. I can isolate the Diffuse and the Reflection elements in the new shader and they look exactly the same as the isolated versions in the original shader. Getting these ‘layers’ to mix in the same way as the original is proving difficult though.
I assume there was a hardcoded setup in the original shader, but none of the new options seem to match it. Do you have any idea how I might achieve the look of teh original?
Many thanks,
Adam.