httpfiles Posted April 24, 2017 Share Posted April 24, 2017 Hello everyone, recently I'm confused with our PBR System, wishing get some help here, my problem below: This is the different glossiness effects in PHYSICALLY-BASED RENDERING, AND YOU CAN TOO! by Marmoset This is the PBR Glossiness Demo in Playcanvas. This is BabylonJS PBR MicroSurface Demo: See the jaggies when Glossiness <1 or Microsurface < 1? But in the other PBR Systems there's only a smooth bluring gradient In almost mobile browser it's even showing horrible mosaics, like this: What happened? And how to avoid it ? Or there's something wrong with our PBR Theory? Thank you very much! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 24, 2017 Share Posted April 24, 2017 Ping @Sebavan Quote Link to comment Share on other sites More sharing options...
Sebavan Posted April 25, 2017 Share Posted April 25, 2017 Hello, Could you highlight in the following PG the problematic ones ? and are you using an HDR texture ? http://www.babylonjs-playground.com/#ZGQXVX Quote Link to comment Share on other sites More sharing options...
httpfiles Posted April 25, 2017 Author Share Posted April 25, 2017 Hello, @Sebavan , here is our test result: iOS 10.3.1 + Chrome 57, The problem only takes place with HDRCubeTexture but not CubeTexture. On PC, this is a similar sphere in the other PBR system: and this is in our system: Above all , the effect of 'Glossiness/Microsurface < 1' on PC is nearly acceptable, but on mobile browsers which is not quite correct. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted April 27, 2017 Share Posted April 27, 2017 Yep this is a known issue we ll address pretty soon (upcoming couple of months). currently your best bet on ios or mac is to use preprocessed cube map like here: http://www.babylonjs-playground.com/#ZGQXVX#1 A good explanation of the issue is available here: https://doc.babylonjs.com/overviews/physically_based_rendering_master#seamless-cubemap I let you know as soon as we have a better way to adress the blur. Quote Link to comment Share on other sites More sharing options...
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