Hello all,
I am new to the SDK, looking at samples and installing everything…
Would that be possible to implement a custom texturing stage ?
To implement this idea :
Specularity maps from image data
I would need to have access, for each texel, to all the pixels contributions to be able to compute the variance (and not only the “average” and try to use it to reconstruct materials witk a sense of specularity (high color variance would mean specular material, like glass or gold, low color variance would mean diffuse lambertian material (stone…)).
If we push further, since we have the alignment informations of each contributing camera as well, we could maybe use the surface normal to camera angle to even build a samples BRDF function ! (or at least the reflectance part only because knowing where the lights are could be hard… unless we use HDR imaging ? …)