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Currently, BRDFs can be selected using the `specular` and `diffuse` function interfaces. Fantastic!
However, the signature of these functions is cumbersome, to say the least:
```glsl
float specul…
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### Is your feature request related to a problem?
It would be nice if an RMS roughness metric was obtained for the background of each image.
### Describe the solution you would like.
The filters st…
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We need a way of describing the roughness of for example thin films.
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There are no specular highlights when roughness = 0.0
The likely cause for this is that the NDF function needs to limit roughness to a small value.
Since glTF does not use solid angle for lights, …
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Any plans to implement roughness weights, which are still not implemented but this is extremely important feature!!! (see https://github.com/espdev/csaps/issues/59#issuecomment-1200123897 )?
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### Description
I am using post-processing with WebGL 2.0 and encountered a limitation in the SSRShader. Currently, the shader uses only the metalness value to determine if SSR should be applied to a…
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Hiya there,
using MB-Lab for the first time, so let me thank you all for the great work continuing this.
I came across an error when finalising a model keyword "roughness", Py trace led to a fil…
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Hello! Love this library - we use it on the home page of [Exercism](https://exercism.org) and I'm currently adding it to [Kaido](https://kaido.org) too 🙂
I'd like to make the lines slightly less r…
iHiD updated
8 months ago
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### Description
Painting wetness introduces a roughness modifier that can increase or decrease roughness (-0.5, 0.5). Consider, instead of allowing rougher values, move the range to (-1, 0). (-0.5,…
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Check if a material has a metallics or roughness set to them and if its a image if it is atlas those as well as i have to manually make them for now which is lets just say less than ideal