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materials/ao/auto/TC1.png: PNG image data, 512 x 512, 8-bit grayscale, non-interlaced
materials/metallic/auto/TC1.png: PNG image data, 512 x 512, 8-bit grayscale, non-interlaced
materials/normalmaps/auto/TC1.png: PNG image data, 512 x 512, 16-bit/color RGBA, non-interlaced
materials/roughness/auto/TC1.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
textures/TC1.png: PNG image data, 512 x 512, 8-bit/color RGBA, non-interlaced
wildweasel wrote:You might submit those files to SLADE's author for analysis.
Reinchard2 wrote:Guys are you sure everything is ok with ao in pbr shader? I have problem with ao in every material I made, it's almost invisible.
Reinchard2 wrote:Guys are you sure everything is ok with ao in pbr shader? I have problem with ao in every material I made, it's almost invisible.
hardcore_gamer wrote:This is actually a pretty big problem because it means that doom levels not designed specifically with PBR textures in mind probably won't look any different from wads that don't have PBR textures. The only real difference would be that the normal maps add a bit of a 3D effect.
dpJudas wrote:I don't think anyone will be fully happy with the PBR variant until I land some form of environmental light support in GZDoom.
dpJudas wrote:I'm not aware of any problems with the ao, but overall pbr really really needs the environmental light contribution to shine. The only thing that reflects right now are direct light sources and that overall leaves pbr textures pretty far from what you'd expect from other engines like UE4.
Graf Zahl wrote:Wouldn't it be more productive to implement a more modern model format first?
Reinchard2 wrote:Of course I'm aware that I must use dynamic lights to see all maps working, but when this lights affects my material all AO dissapear (for some reason I see them proper displaying in places where I NOT use dynamic lights). So I just use AO as multiply layer over my albedo and make some kind of diffuse and use this kind of map istead of regular albedo).
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