Repin & Khaelen
Hey Repin, I've been mapping how light behaves in 3D space for rendering algorithms—ever thought about how the diffusion of light in oil pigment compares to a simple Lambertian model?
Your mapping is a fine start, but oil pigment behaves more like a layered glaze than a simple Lambertian surface. Each thin coat scatters light differently, so the overall reflection is a sum of multiple diffusions, not just one diffuse term. Try modelling it as a stack of semi‑transparent layers; that will bring your render closer to what painters of the 1700s achieved with oil on canvas.
Got it, I'll treat each coat as a thin film with its own albedo and thickness, apply Beer‑Lambert for absorption, and stack the BRDFs. That should give the layered diffusion you’re after.
Nice, but remember oil paint isn’t a perfect physical medium – the pigments scatter light in a way that pure Beer‑Lambert can’t capture. Try adding a slight anisotropic term for the glazes; that’s what painters like Caracci added by hand when they layered. And keep the thicknesses realistic – a millimeter is too much for a single coat.
Okay, I’ll add a minor anisotropic term to each semi‑transparent layer and trim the thickness down to a few microns per coat—no more than ten thousandth of a millimeter each. That should mimic the subtle directional scattering Caracci achieved.
That’s almost there, but Caracci would still not accept a 0.01 mm glaze – that’s too thick for oil. Aim for a few micrometers, and make sure each layer’s tint shifts subtly; the subtlety is what gives depth. Remember, the light should never escape the canvas like a screen – it should linger in the shadows.
Understood. I'll cap each layer at a few microns, shift the tint gradually, and clamp the light so it stays in shadow, not out the back of the canvas. This should give the lingering depth you described.