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Zeltner Sheen BSDF #314

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@dmccann-dwa

Implement Zeltner Sheen as a BSDF in moonray/lib/rendering/shading

  • Create a parameterized struct in lib/rendering/shading/BsdfComponent.{h, cc}
  • Implement the BSDF within a new subfolder of lib/rendering/shading/bsdf
  • Modify lib/rendering/shading/BsdfBuilder to accept the struct and instantiate the BSDF
  • Create a Fresnel and LobeAttenuator to handle energy conservation for underlying lobes
  • Repeat above for ISPC

Activity

  1. redartengineer commented on Oct 6, 2026

    @redartengineer

    Hi @dmccann-dwa! I'm interested in working on this issue. I've been looking into the existing Velvet BSDF implementations in MoonRay and studying the Zeltner Sheen model. I've also been looking at the MaterialX PBR Specification and its Zeltner Sheen model as a reference.

  2. dmccann-dwa commented on Oct 7, 2026

    @dmccann-dwa
    ContributorAuthor

    Go for it! I'd recommend making a test material in the vein of moonray/dso/material/UsdPreviewSurface as you go. Let us know if you have any questions.

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