Original Post
I've been researching different ways to generate specular in a deferred lighting system. I've been pouring through different BRDFs online and in "Real-Time Rendering", and I've been learning quite a bit. I even found an article on the "Real-Time Rendering" blog that was useful: http://www.realtimerendering.com/blog/deferred-lighting-approaches/
The post helped a lot, but I don't see how I can make the lighting pass do one type of lighting and then have the material pass convert these into another BRDF. For example, how can I do Blinn-Phong lighting in the light pass and then convert that to Oren-Nayar or Beckmann in the material pass?
Professional games seem to get around it somehow, but I have a feeling it is all extreme hacks. For example Uncharted 2 has a sort of cloth rendering. To be honest I don't care about hacks too much, but like everybody else I would like to avoid them if possible. I would also like to mention that Crytek simply changed normals to simulate anisotropic materials in their paper/presentation "CryENGINE 3: reaching the speed of light".
The post helped a lot, but I don't see how I can make the lighting pass do one type of lighting and then have the material pass convert these into another BRDF. For example, how can I do Blinn-Phong lighting in the light pass and then convert that to Oren-Nayar or Beckmann in the material pass?
Professional games seem to get around it somehow, but I have a feeling it is all extreme hacks. For example Uncharted 2 has a sort of cloth rendering. To be honest I don't care about hacks too much, but like everybody else I would like to avoid them if possible. I would also like to mention that Crytek simply changed normals to simulate anisotropic materials in their paper/presentation "CryENGINE 3: reaching the speed of light".