Roughness in the shaders

Forum Archive Roughness in the shaders

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #20624
    abhishek_90
    Participant

      Hi, what exactly is the role of roughness in the diffuse shader and in simple terms how does this work?

      #96575
      Martin Bergwerf
      Participant

        Hi @abhishek_90 ,

        That is nothing to worry about, don’t touch it; it makes a barely noticeable difference.

        But, since you are asking, increasing the Roughness slider in the Diffuse BSDF makes an Object look ‘softer’.

        A roughness of 0 uses the Lambert Shader, Lambert said (in 1760): “a diffuse surface looks equally bright from every viewing angle” That would be a ‘perfect’ diffuse surface and that doesn’t exist in the real world (but it’s cheap to calculate).

        A roughness higher than 0, switches to the newer (around 1990) Oren-Nayar model, that takes the roughness of the surface into account and is thus more accurate (but the difference is often very subtle).

        #96576
        abhishek_90
        Participant

          Thanks.  🙂 

          #96577
          Martin Bergwerf
          Participant

            Here’s an example of Roughness 0 vs Roughness 1:

            Diffuse.png

            As you can see, the Oren-Nayar model is darker, (as you would expect) because of self shadowing due to surface roughness.

            #96578
            abhishek_90
            Participant

              The Blender docs did mention both Lambert and the Oren-Nayar Model, but thanks for further clarification in more simple terms.

              #96579
              Omar Domenech
              Participant

                There’s lots of stuff that’s in there because it’s legacy Blender and it’s always been in there. But slowly those things get updated and Blender cleaned up of features that have outlived their usefulness. You’ll find out stuff like that here and there as you move along. 

                #96580
                abhishek_90
                Participant

                  Thanks..

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