JRQ Posted June 11, 2018 Share Posted June 11, 2018 Hi, I've recently been asked to develop a project in webGL and after doing a research, finally I've choosed your awesome framework as the best option. After several tests, I cannot get a pure matte 100% roughness PBR Material with a HDR enviroment map (I've tried with different HDRs too). It looks like always too shiny even without any normal texture map. I've set up a playground trying to show you this issue. https://playground.babylonjs.com/#13290P Is it possible to get a more rough/matte material in this scenario? I've also noticed that without any normal/bump map applied, there are some hard transitions in the surface material (I've attached an image). Thanks in advance for your support. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted June 11, 2018 Share Posted June 11, 2018 About the first point, it is due to the use of an HDR texture vs a prefiltered texture. You can see how to create prefiltered texture from your hdr texture here: http://doc.babylonjs.com/how_to/physically_based_rendering#env-map https://playground.babylonjs.com/#13290P#1 About the second one, it comes from the precision of the used brdfTexture which is a Int texture by default. It works in most cases but if you require more performance you could rely on the provided float one: https://playground.babylonjs.com/#13290P#3 Hopes it helps, do not hesitate to ask more about this as I an willing to improve the doc accordingly. Quote Link to comment Share on other sites More sharing options...
JRQ Posted June 12, 2018 Author Share Posted June 12, 2018 Thank you so much. The float brdfTexture solved the issue with fresnel transitions. The only thing is that it doesn't work for safari mobile(I've taken a screenshot). But even with the dds environment texture, we still notice a glossy shine effect with normal maps. A workaround I've found is just to clamp the brdfTexture gamma in Photohsop to get the matte finish I wanted, but maybe is not the best way. Thanks! Quote Link to comment Share on other sites More sharing options...
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