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Do you have any examples on how to use PBR materials in plotoptix? I'm working on transitioning rendering a trimesh scene from pyrender to plotoptix and trying to figure out the easiest way to map mat…
tonyf updated
10 months ago
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## Bevy version
Relatively new: 499c978
## What you did
I have a wgsl shader which at the start has:
```wgsl
#import bevy_ui::ui_vertex_output::UiVertexOutput
#import bevy_pbr::rand_f
`…
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The lighting in Simple PBR is essentially the same as the Defold default model lighting - very rudimentary.
It is intended that up to 4 dynamic lights are supported. With possibly Point, Spot and Di…
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### What happened?
When use iris and PBR(I use AVPBR),glass pane and fire's texture will error(colorful shapes),and there is no OpenGL errors or GPU driver exceptions.
### Screenshots
_No response_…
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### Describe the bug
PBR has major lighting and rendering issues when applied to brushes.
For the first bug:
![image](https://user-images.githubusercontent.com/26728974/217171466-b622f74c-7830-…
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I'm not yet sure of the cause of this visual discontinuity, whether it's in the MaterialX graph for OpenPBR or perhaps in the real-time approximation of the MaterialX Physically Based Shading nodes, s…
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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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Using vanilla accurate resource-pack it looks like this
![screenshot1](https://user-images.githubusercontent.com/120745436/208160192-79a171f1-da25-4834-aa15-d476511f5814.png)
With original Chocap…
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Actually I want to use `occlusionRoughnessMetallicTexture` insteadof `roughnessMetallicTexture` + `occlusionTexture` in metallic workflow, but consider the current stage glTF compatibility and API co…
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## Test plan
### New features
There are new client-only advanced settings for testing PBR terrain repeats (Advanced > Show Debug Settings). The settings are prefixed with "LocalTerrainTransform". At…