Reflections for PBR materials

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Re: Reflections for PBR materials

by dpJudas » Wed Mar 27, 2019 3:31 pm

Maybe some day. It has some visual problems right now that would just give people the wrong idea. :)

Re: Reflections for PBR materials

by furyweb » Wed Mar 27, 2019 9:54 am

That's cool. Hobby 3d engine sounds interesting. Would love to see your progress of it.

Re: Reflections for PBR materials

by dpJudas » Wed Mar 27, 2019 9:10 am

This particular branch is 2038 commits behind master, last updated 9 months ago. It mainly still exists for my own referencing purposes. The code technically works, but it reads the PBR irradiance and prefilter environment maps from a "brdf_lut.lmp" lump, which no public tool can currently generate.

I'm afraid this is only really usable if another graphics programmer picks up on it. Maybe I'll continue it myself one day, but ultimately that depends on what I end up doing in my own hobby 3D engine.

Re: Reflections for PBR materials

by furyweb » Wed Mar 27, 2019 8:27 am

If I was to build this branch how would I go about getting the reflections working or is it non working?. Sorry I am not very clued up on code, I am a art, design guy.

Thanks!.

Re: Reflections for PBR materials

by dpJudas » Sun Feb 10, 2019 2:30 pm

Theoretically, yes. I had a branch toying with it too (https://github.com/coelckers/gzdoom/tre ... nvironment). Lost the motivation, but maybe someone else can turn it into something useful.

Reflections for PBR materials

by furyweb » Sun Feb 10, 2019 8:25 am

Is it possible to add some sort of realtime reflections for PBR materials, or even cubemap environment reflection for PBR materials.

Thanks.

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