Screenshot of the Month April 2015 [Winner Announced!]
Re: Screenshot of the Month April 2015 [Vote NOW!]
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Re: Screenshot of the Month April 2015 [Vote NOW!]
wing64 u nailed it :O
any chance u would share your shaders or shed some light on the difference between your implementation and the traditional one?
mine is based on the traditional and very naive, it still looks good but at close distances is nothing compared to what you have here.
the model is from Paul Tosca he made it available online and i used it has reference to tune the shader... yet it should be tune not from a model but from real world light calculations.


any chance u would share your shaders or shed some light on the difference between your implementation and the traditional one?
mine is based on the traditional and very naive, it still looks good but at close distances is nothing compared to what you have here.
the model is from Paul Tosca he made it available online and i used it has reference to tune the shader... yet it should be tune not from a model but from real world light calculations.


Re: Screenshot of the Month April 2015 [Vote NOW!]
Thanks for comment. I think you shader look good but i have a little notice for your shader
1. Not sure your specular are BRDF yet ?
2. Did you try cubemap as environment reflection ?
Important point of PBL are both specular and environment reflection, Maybe CookTorrance or Beckmann algorithms nice as specular and you must use cubemap as environment reflection too.
When we talk about environment reflection in PBL will variant follow specular and metalic parameter e.g. if set material are both high metal and high specular then environment reflection will very sharp result is aluminium but if set high metal and medium or low specular then result is gold.
Conclusion: Try BRDF model from https://github.com/wdas/brdf and cubemap reflection from https://www.opengl.org/discussion_board ... -with-GLSL
Hope enjoy the PBL.
p.s. I experimental with Nyra model on our rendering here http://irrlicht.sourceforge.net/forum/v ... 45#p293545
1. Not sure your specular are BRDF yet ?
2. Did you try cubemap as environment reflection ?
Important point of PBL are both specular and environment reflection, Maybe CookTorrance or Beckmann algorithms nice as specular and you must use cubemap as environment reflection too.
When we talk about environment reflection in PBL will variant follow specular and metalic parameter e.g. if set material are both high metal and high specular then environment reflection will very sharp result is aluminium but if set high metal and medium or low specular then result is gold.
Conclusion: Try BRDF model from https://github.com/wdas/brdf and cubemap reflection from https://www.opengl.org/discussion_board ... -with-GLSL
Hope enjoy the PBL.
p.s. I experimental with Nyra model on our rendering here http://irrlicht.sourceforge.net/forum/v ... 45#p293545
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- Posts: 86
- Joined: Thu Feb 14, 2008 7:30 pm
- Location: Portugal
Re: Screenshot of the Month April 2015 [Vote NOW!]
yes, u'r right, i haven't implemented cubemap yet, the shader math is a bit old and it doesn't take environment in to account resulting in white or black gaps on those chunks, besides i haven't adopted the new texture scheme yet and also the model textures are not pbr aware.
Anyway, thank you very much for the tips, they are very useful
p.s. u'r nyra renders look awesome.
Anyway, thank you very much for the tips, they are very useful

p.s. u'r nyra renders look awesome.
Re: Screenshot of the Month April 2015 [Vote NOW!]
Fantastic!! Ill try to upload my GLSL implementation and a screenshot..
Re: Screenshot of the Month April 2015 [Winner Announced!]
Winner announced!