javalang Posted August 27, 2017 Share Posted August 27, 2017 Hello all, I'm almost finished with my PBRComposer, but I have a question about reflection of the Skybox: in the glossy model changing the environment-blurriness also changes the blurriness of the material reflection/refraction whereas in the metallic model the blurriness of the environment is not regarded. Can someone confirm that this conforms to the metallic model and is not a bug? IMHO the environment blurriness cannot be skipped away... The following images shows a scene (fingerprints on a glass sphere with some mictosurface and some direct light) with exact the same material parameters (only glossy/metallic texture difference) and with a environment blurriness 0f 0.15. Can you see the difference? thanks in advance PS: Both, the reflection and the refraction does not reflect the environment blurriness in the metalic model Quote Link to comment Share on other sites More sharing options...
javalang Posted August 27, 2017 Author Share Posted August 27, 2017 here the same difference without refraction: Quote Link to comment Share on other sites More sharing options...
javalang Posted August 27, 2017 Author Share Posted August 27, 2017 I'm sorry, my mistake: besides some understanding problems I had a refresh problem with my glossy (microsurface) parameter. So lets summarize: the HDRCubeTexture, which is used as reflectionTexture is not blurred, but the DefaultSkybox can be blurred. The PBR-parameters are responsible for the blurriness, in metallic model it is the metallic/roughness parameters, in specular model it is the glossiness parameter. The skybox can individually be blurred. So at the moment everything is explainable, question is resolved. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.