CG Compositing Series – 2.2 Material AOVs (Bonus) – Cross Polarization Photography


Download the PDF here ^


Cross Polarization Photography

In this Bonus video on Material AOVs, I cover Cross Polarization photography, which is a technique that allows us to separate diffuse and specular components of everyday objects. I go into detail about the lighting concepts that allows this separation to occur, and how it’s used to gather reference and textures to recreate objects in 3D.


Electromagnetic Spectrum

  • Visible Light is a section of the Electromagnetic Spectrum
  • Light / Color is represented in 2D as a Sine Wave with a specific frequency

3D Light Wave Representation

  • The 2D representation looks a bit different in 3D space, since the light waves could be oriented in any and all directions along it’s forward axis
  • A light beam with randomly oriented Light Waves is referred to as an Unpolarized Light

Linear Polarization of Light

Linear Polarization isolates one specific angle of the light wavelength, only allowing a portion of the light waves that were oriented in the that direction, through the filter


Cross Polarization of Light

  • Cross Polarization uses 2 Polarizers that are perpendicular to each other, effectively eliminating the light wave passing through.
  • The first polarizer isolates the light wave to only one orientation
  • The second polarizer, if parallel to the first, continues to allow the polarized light through, but as it becomes more perpendicular, the light gets dimmer, and eventually blocked entirely


Polarization Upon Reflection

  • When unpolarized light hits a reflective surface (with a refractive index different than the surrounding medium, such as glass, snow, or water) the specular reflection is polarized or partially polarized to the angle perpendicular to the plane of incidence. (along the surface)
  • How polarized the Reflection depends on many factors; angle of incidence, material type, etc.

Brewster’s Angle

  • At a specific angle, the specular reflection is completely polarized to the angle perpendicular to the plane of incidence. 
  • This angle is known as Brewster’s Angle.

Unpolarized Diffuse Component

  • Only the Specular Reflection has the effect of the Brewster’s Angle Polarization 
  • The Diffuse Component is Unpolarized, because they are newly emitted photons from excited atoms
  • This phenomenon only happens when the light is reflected off dielectric materials such as water or glass.
  • When reflection occurs on a metallic surface, no Brewster Angle nor refracted light exist

Polarized Specular Reflections

  • Placing a Linear Polarizer filter in front of the observer will Cross Polarize some Specular Reflections if angled correctly.  It blocks the polarized reflection light wave from shining through it
  • This is how Polarized Sunglasses are able to eliminate harsh glares and reflections from dielectric surfaces such as glass, water, snow, etc.


Cross Polarized Photography

  • If you polarize the light source, the Specular Reflection is also polarized (because it’s a mirror reflection of the light wave).
  • The Diffuse Component is unpolarized light because it is newly created lightwaves oriented randomly.  Adding a second polarizer on the Camera, means we can block the Specular Component entirely depending on the angle of the Polarizers.  When the 2 polarizers are parallel, we see Specular + Diffuse , and when they are perpendicular we will see only Diffuse.

  • The Parallel Polarized image gives use the Specular and Partial Diffuse (only Diffuse Component of that orientation)
  • The Cross Polarized image, negates the Specular, and only shows the other half of the Diffuse Component
  • To isolate the Specular Component, take Parallel Polarized image (Specular + Partial Diffuse) and minus the Cross Polarized image (Partial Diffuse).  The Diffuse Components cancel out, and all that is left is the Specular Component

  • This Cross Polarization Photography allows CG Artists to collect photogrammetry data of everyday objects, and allows  them to recreate these objects in 3D with accurate Diffuse and Specular Maps for Physically Based Rendering
  • What seems just like theoretical Diffuse/Specular Render Pass separation in CG is actually a lighting phenomenon that can be separated into Diffuse and Specular Components in the real world

Notice that Metallic Materials have no real Diffuse Color to them, They show up as completely black in the Cross Polarized result.  Metals are entirely surface level Specular Reflections


  • Occasionally, the Diffuse Components of the Parallel Polarized and Cross Polarized Images are slightly different, (brighter or a shift in color for example)
  • In this case, when we minus the Cross Polarized result from the Parallel Polarized result, we are left with leftover color information or artifacts.  The Specular Component can be desaturated to compensate for those color artifacts
  • Remember that in Dielectric Materials the Specular Component is the same color as the light source, but Metals can sometimes tint the Specular color depending on the type of Metal

Light Stage: Cross Polarization

  • The light stage used in films is capturing evenly lit, cross polarized textures of various facial expressions.
  • This helps separate Diffuse and Specular and aids in tracking features of the face

References:

Here are some great websites that go into more detail about polarizations:

Reflection and Polarization of light in machine vision – Toshiba Teli Corporation

FilmicWorlds – How to Split Specular and Diffuse in Real Images

Polarization Explained: The Sony Polarized Sensor

Youtube – Cross Polarization Tutorial: Removing Specular Highlights and Reflections – Classy Dog Studios

Youtube – Cross Polarisation Explained by Grzegorz Baran

Youtube – The Key to Cleaner 3D Scans: Cross-Polarization – William Faucher

PetaPixel – Cross Polarization: What It Is and Why It Matters

optometryzone – How do Polarised glasses work?

Youtube – ScholarSwing – 16 – Class 12 – Physics – Wave Optics – Polarisation

Youtube – Khan Academy Polarization of light, linear and circular | Light waves | Physics

Youtube – xmtutor – What is Polarisation?

Youtube – xmtutor – Third Polariser

The Light Stages and Their Applications to Photoreal Digital Actors – PDF

Light Stages https://vgl.ict.usc.edu/

CG Compositing Series – 2.1 Material AOVs – Diffuse, Specular, Emission

Material AOVs

In this post we are going to be focusing in on the Material AOVs Category.

Levels of Complexity

There are different levels of complexity to rebuilding Material AOVs into the beauty, and it all depends on how much flexibility and control you want with the cost of complexity and speed.


Simple

  • Diffuse
  • Specular
  • Emission
  • Other – Refraction / True Reflection

Intermediate

  • Diffuse
    • Direct Diffuse
    • Indirect Diffuse
    • Sub Surface Scattering
  • Specular
    • Direct Specular
    • Indirect Specular
    • Reflection
    • Coat
    • Sheen
  • Emission
  • Other – Refraction / True Reflection

Complex

  • Diffuse
    • Direct Diffuse
    • Indirect Diffuse
    • Sub Surface Scattering
      • Raw Diffuse
      • Albedo / Color / Texture
  • Specular
    • Direct Specular
    • Indirect Specular
    • Reflection
    • Coat
    • Sheen
      • Raw Specular
      • Albedo / Filter / Texture
  • Emission
  • Other – Refraction / True Reflection

Diffuse, Specular, and Emission are the Foundational Categories, and the complexities are subdivisions of the Diffuse and Specular Categories

So let’s first focus on the Simple category of Diffuse, Specular, and Emission and really break those down and understand them fully. This will make the future subdivisions easier, familiarise us with terms and concepts, and help us have a grounded foundation of knowledge for what we are adjusting when using these passes.


The full presentation from the video can be downloaded here in pdf format, for those who want to keep or study it offline:

Adjectives of Specular, Diffuse, and Emission

Specular

  • Reflection
  • Mirror
  • Shiny
  • Glossy
  • Wet
  • Metallic
  • Highlights
  • Pings
  • Crisp
  • Sharp
  • Polished

Diffuse

  • Soft
  • Flat
  • Ambient
  • Natural
  • Rough
  • Earthy
  • Organic
  • Matte
  • Weathered
  • Dull

Emission

  • Bright
  • Radiant
  • Luminescent
  • Glowing
  • Self-Illuminating
  • Incandescent
  • Electric
  • Beaming
  • Shining
  • Luminous
  • Illuminated

Emission

  • Emission is any object, material, or texture that is actively emitting light into the scene
  • This includes any Lights, Super-heated metals, or Elemental FX like fire/ sparks / lightning / magic etc
  • Neon Lights, Screens, Monitors are all examples of real life Emission objects

Diffuse vs Specular

Specular – Surface Level Reflections

Diffuse – Light passes through surface and interacts with the material at a molecular level, Scattering and Absorption allow certain colors to re-exit and scatter into scene

Let’s talk about Specular first andSurface level Reflections


Specular

Law of Reflection

  • The angles of incidence is equal to the angle of reflection

Smooth Surface – Specular Reflections

  • Light Beam = a bundle of parallel light rays
  • Light Beam remains parallel on incidence and parallel on reflection

Planar Mirror and Virtual Image

  • An Image created by planar specular reflection that does not actually exist as a physical object is referred to as a Virtual Image.
  • The Virtual Image appears to be located “behind” the mirror
  • Virtual Image distance =  Object to Mirror + Mirror to Observer.
  • Speculum is the Latin word for “mirror”, which is where “Specular” derives from

The people are witnessing a virtual image of themselves looking back, that is double the distance from them to the mirror. The light travels from them -> to the mirror, and then from the mirror -> back to their eye

Notice the reflected virtual image of the chess piece is in focus, even though the real piece (in the foreground) is out of focus. The camera lens is respecting the mirror’s virtual image distance, even though the mirror itself is out of focus.

Here you can see a ground plane mirror appearing to invert the tree in it’s virtual image


Rough Surface – Diffused Reflection

  • The uneven surface causes the Incidence Rays to hit at different angles
  • The outgoing reflection rays scatter in different directions

Here you see some examples of different CG materials along the Roughness / Glossiness spectrum


Wet Surface Reflections

When a surface is wet, the water fills the gaps and flattens the surface and causes more a specular reflection


Microscopic Surface Details

In these slides and examples we are discussing surfaces at a microscopic level. You might think a piece of paper looks smooth, but under a microscope it has quite a bit of roughness to it, which is what makes it so evenly lit and diffuse.


Metallic vs Dielectric Surfaces

The diffuse and specular terms describe two distinct effects going on.  The Light interacts with materials differently depending on if the material is a metal, or a non-metal (Dielectric)

Dielectric – Absorbs and Scatters light

Metallic – Does not Absorb light. Only Reflects


Dielectric (Non-Metal)

  • Light penetrates the surface level and the molecules of the material absorb and scatter the light within
  • The light photons excite the atoms they hit below the surface. Some of the light is absorbed, and this energy is converted to heat. Then new light rays (photons) are emitted from the excited atoms. Those might excite nearby atoms or exit the surface as new photons. These new photons are same color as our material.
  • The Base Color Texture (Albedo Map) – determines the color of the diffusely scattered photons from excited atoms.  It’s the color that is scattered back out and not absorbed by the material

Metallic

  • Does not Allow light to penetrate the surface and does not Absorb light. They only Reflect light on the surface
  • Metals can be thought of as positively charged ions suspended in a “sea of electrons” or “electron gas”.  Attractions hold electrons near the ions, but not so tightly as to impede the electrons flow.  This explains many of the properties of metals, like conductivity of heat and electricity
  • The incoming photon does not excite the atoms, but bounces directly off the electron gas
  • The Base Color (Albedo) is used to describe the color tint of the specular reflection
“Electron Gas” Model

Notice the Specular Reflections are tinted a certain color depending on the metal type:

On Dielectric Plastic balls, the material color changes, but notice the specular highlights are the same color, maintaining the color of the light or surrounding environment.

Comparison of a Metallic vs Dielectric Material in CG


Chrome Sphere and Diffuse Ball

Used as a reference to see what something 100% Smooth and Metal (Specular) and 100% Rough and Dielectric (Diffuse) looks like in the scene.

Resources:

DAIWTONG824@OUTLOOK.COM

10" 50/50 Chrome and Grey VFX Ball


Diffuse

The diffuse component includes light that penetrates the surface and interacts with the materials molecules. This happens in different ways in the real world

Transmission

  • Light passing through the material / surface
  • Can be thought of as “transparency”

Refraction

  • when light changes angles as it goes through different materials or mediums

Absorption

  • When certain wavelength colors of light get absorbed by the material

Scattering

  • when light is dispersed in many directions when it comes into contact with small particles or structures in the material

Simplified Diffuse Calculation

When the distance that light travels beneath the surface is insignificant and negligible, the calculation can be simplified by the renderer and just calculated at the surface point where the light hits. It uses the Base Color Texture (Albedo) as the Diffuse Color that will scatter. 


Sub Surface Scattering

When the distance the light travels beneath the surface of the material is significant, the interior scattering must be calculated. This is referred to as Sub Surface Scattering (SSS)


Physically Based Rendering Terminology

Albedo

  • Base Color Texture Map
  • On Dielectrics (non-metal) refers to color of material
  • On Metals, refers to the color tint of the specular reflection
  • Texture map is without highlights, shadows, or ambient occlusion

Metalness Map

  • What area is metallic or not. (will use Albedo Color differently). Usually Black or White

Roughness (Glossiness) Map

  • How blurry or how sharp the reflection will be

Real life objects often have a diffuse and a specular component

Diffuse describes the color of the billard balls, but the specular highlights are all the same color (reflecting the color of the light above the table)


Iridescence

  • There is also Iridescent materials that change specular color depending on viewing angle.
  • Iridescence is a kind of structural coloration due to wave interference of light in microstructures or thin films.

Nuke – Simple Material AOV setup

We can break our fruit bowl render into the 3 simple components, Diffuse, Specular, and Emission. They layers look like this:

You can download the nuke script shown in the Tutorial. I created the mini setups for the 3 different types of renderers, Arnold, RedShift, and Octane. Dividing the Beauty render up into their 3 Diffuse, Specular, Emission Components, and Recombining them.

Download nuke script project file


If you haven’t downloaded the FruitBowl Renders already yet, you can do so now:

You can Choose to either download all 3 FruitBowls at once:
FruitBowl_All_Renders_Redshift_Arnold_Octane.zip (1.61 GB)

Or Each FruitBowl Render Individually for faster downloads:

FruitBowl_Redshift_Render.zip (569.1 MB)

FruitBowl_Arnold_Render.zip (562.8 MB)

FruitBowl_Octane_Render.zip (515.4 MB)

The project files and the Renders are separate downloads, so if you have already downloaded 1.1 What and Why files or the Fruitbowl Renders, there are a couple ways to combine them to work.

  1. Either add the .nk script to the previous package (in the folder above SourceImages, with the other .nk scripts)
  2. Or simply drop the Render files into the SourceImages folder of the new 1.2 project folder

This will help the Read nodes auto-reconnect to the sourceImages for you.


Recap

  • Emission / Illumination materials emit light
  • Specular and Diffuse can be separated by Surface Level Reflections and below surface Material Interactions
  • Each individual light ray follows the Law of Reflection.
  • The smoother a surface is, the more mirror-like the specular reflection will be.
  • The roughness of a surface will cause the reflected rays to scatter, and reflection to be blurred.
  • Metallic materials do not allow light to enter the surface.  They only reflect light
  • Dielectric materials allow light to enter the surface.  Light rays are refracted, absorbed, scattered by the materials molecules. Certain color wavelengths re-exit the surface in random directions, which is what we perceive as the materials color
  • Albedo – Base Color Texture. On Dielectrics – color of material | On Metals – color tint of the specular reflection.
  • Sub Surface Scattering is when light below the surface travels a significant distance before re-exiting
  • Iridescent materials tint the color of the specular reflection depending on viewing angle.

References, Resources, Credits

Firstly, Thanks to Pexels for providing such a good resource for stock reference images

I did a hell of a lot of research on this topic before creating the video, I really encourage you to dig a little further and explore the topics more using these great resources:


Naty Hoffman

Youtube – 2015 Siggraph Presentation – Naty Hoffman – Physics and Math of Shading | SIGGRAPH Courses

2015 Siggraph Presentation – Naty Hoffman PDF Paper:


Khan Academy

Video – Specular and diffuse reflection

Video – Specular and diffuse reflection 2

Video – Virtual Mirror


Scientific websites:

Website – The Physics Classroom – Specular vs Diffuse Reflection

Youtube – The Physics Classroom – Specular vs Diffuse Reflection

Website – Olympus LS – Interactive Explanation of Diffuse and Specular

Youtube – Specular vs. Diffuse Reflection, Incident and Reflected Angles | Geometric Optics | Doc Physics

Website – Erika Jame Site – Reflection of Light

Youtube – Specular vs Diffuse Reflection | Physics with Professor Matt Anderson | M27-05

Youtube – Physics with Professor Matt Anderson | Physics with Professor Matt Anderson

Youtube – Reflection of Light Explained Clearly – MooMooMath and Science


CGI Blog Posts

Master of Light – Vector Perez Mindmap

Website – CG Learn – Physically Based Shading

Website – PBR Texture Conversion – Marmoset

Website – Basic Theory of Physically-Based Rendering – Marmoset

Website – JORGEN HDRI Explained

Website – THE PBR GUIDE – PART 1 – Adobe Substance 3D

Website – Material physics in context of PBR texturing – HandlesPixels

Website – PHYSICALLY BASED RENDERING ENCYCLOPEDIA

Website – Tutorial: Blender – Quixel/Substance – Sketchfab: A Proper PBR Workflow

Website – Omniverse MDL Materials

Website – What is an Albedo Map and How to use it ? by Alex Glawion

Website – to buy chrome sphere and diffuse balls – VFX Super Store

Wesbite – Physics Stack Exchange – Why don’t dielectric materials have coloured reflections like conductors?


As always thank you for watching, hope you learned something. More videos to come.