You guys are typical engineers, getting carried away with this BRDF stuff into the wrong direction again )
Let's assume, that we could easily measure the BRDF of anything, but would this really be a solution? Ingame lighting conditions will probably have nothing to do with the real world, thus the BRDF would give totally different results than expected. And there would be no way for the artists to easily adjust it for these different conditions... not to mention the art direction and conceptual design of the production. The approach should be to adjust the realworld source of the BRDF, which is awkward.
I repeat it: artists (especially guys less technical than me, as I'm mostly doing modeling and rigging) need solid and user friendly tools, fast visual feedback, and not some technological wonder that they can't understand or tweak. See the material editor in UE3 - it seems to be based on the 3D apps for offline rendering, and this is the way to go IMHO. Build some Lego bricks and give them a way to combine them, and let their imagination run wild, instead of trying to measure BRDFs and write complicated code for it.
And by the way, the Matrix sequels used measured BRDF and all kinds of digitizing for the digital doubles - an all technical approach. As far as I know most people thought that the CG characters looked and behaved totally unrealistic, they kind of fell down from the screen.
Whereas the other CG things like the Zion battle scene, or the CG characters in Final Flight of the Osiris; or Gollum in LOTR were generally accepted by the audience - and these all were created with "traditional", artist driven tools and workflow.
I have great respect for technology, for the engineers that create it, and there's a tremendous need for them in the industry. But if we want visuals in the end, then they have to accept that the artists should have the final word in the visuals, and thus the tools should not try take this role away from them.
Let's assume, that we could easily measure the BRDF of anything, but would this really be a solution? Ingame lighting conditions will probably have nothing to do with the real world, thus the BRDF would give totally different results than expected. And there would be no way for the artists to easily adjust it for these different conditions... not to mention the art direction and conceptual design of the production. The approach should be to adjust the realworld source of the BRDF, which is awkward.
I repeat it: artists (especially guys less technical than me, as I'm mostly doing modeling and rigging) need solid and user friendly tools, fast visual feedback, and not some technological wonder that they can't understand or tweak. See the material editor in UE3 - it seems to be based on the 3D apps for offline rendering, and this is the way to go IMHO. Build some Lego bricks and give them a way to combine them, and let their imagination run wild, instead of trying to measure BRDFs and write complicated code for it.
And by the way, the Matrix sequels used measured BRDF and all kinds of digitizing for the digital doubles - an all technical approach. As far as I know most people thought that the CG characters looked and behaved totally unrealistic, they kind of fell down from the screen.
Whereas the other CG things like the Zion battle scene, or the CG characters in Final Flight of the Osiris; or Gollum in LOTR were generally accepted by the audience - and these all were created with "traditional", artist driven tools and workflow.
I have great respect for technology, for the engineers that create it, and there's a tremendous need for them in the industry. But if we want visuals in the end, then they have to accept that the artists should have the final word in the visuals, and thus the tools should not try take this role away from them.