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In shading models such as `open_pbr_surface` and `gltf_pbr`, we currently end up duplicating each thin-film supporting BSDF node, in order to correctly handle the thin-film and iridescence weights tha…
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This is a proposal to create an initial Shader Translation Graph from `standard_surface` to `open_pbr_surface`, allowing assets created in the first shading model to be well approximated in the second…
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## 🚀 Feature
Currently PyTorch3D supports basic shading methods (Phong, Gouraud etc). Although it mainly focuses on Rasterization scheme, there is still room for more realistic and PBR-inspired shadi…
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https://sanonz.github.io/2019/pbr-materials-specular-vs-metalness-workflows/
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## Bevy version Main dcb8a13b223fbc9425f7af01b3941dd80a229384, 0.13
This isn't a new issue. I checked and the same issue occurs in bevy 0.6.
When the radius of a point or spot light intersects wi…
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The material templating system is very customisable and can support pretty much anything. Currently, the default material templates only support the normal diffuse textures and not any special PBR tex…
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### Describe the bug
Diffuse textures of identical brightness render at vastly different brightnesses in-game when used on a PBR material vs. LMG.
Refer to this conversation for pictures and more i…
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There are a variety of 3D shading models. Create a small collection of models that can be applied to a rendering pipeline.
Working through this should help establish the best practices for the shading…
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[PBR materials](https://en.wikipedia.org/wiki/Physically_based_rendering) have become the de facto standard, but iTwin.js currently supports only Phong shading with unrealistic materials.
Evaluate th…
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## What problem does this solve or what need does it fill?
Allow plugin authors to properly implement scene loaders for formats such as Autodesk's FBX or Pixar's USD. Other engines such as Unreal o…