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I tryed to preprocess zero roughness.
If use MICROFACET_MIN_ROUGHNESS for smaller then MICROFACET_MIN_ROUGHNESS values
hvd_ggx_eval() return very small, near zero value.
I make some changes
http…
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## Code example
The second-order gradients are completely bogus:
```py
def f(x):
# Just to make sure there isn't a limit or something
y = x * x * x * x * x * 1 * 1 * 1. * 1. * 1.
p…
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I'm just starting the voyage of building the toolchain..
Since it's dated 2007 I'm using the following packages:
* binutils-2.18.tar.gz
* gdb-6.6a.tar.gz
* newlib-1.16.0.tar.gz
This seems to …
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In order for the glTF sample viewer to be physically correct the specular normal distribution factor - D_GGX in the shader - must be clamped to [0.0- 1.0]
This factor, which is a means to provide a …
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Clarify use of [D_GGX](https://github.com/pex-gl/pex-renderer/blob/master/shaders/chunks/brdf.glsl.js#L8) and [F_Schlick](https://github.com/pex-gl/pex-renderer/blob/master/shaders/chunks/brdf.glsl.js…
vorg updated
4 months ago
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It appears that the lighting model in the shaders is based off of the phong lighting that Unity had at the time The Lab Renderer was created. Unity now has the more physically correct GGX lighting whi…
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Currently the GGX implementation only includes anisotropic shader chunks - however, it would be preferable to include a lower cost non-anisotropic implementation
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Please add UI for material inspector for GGX Anisotropic that were added to an engine: https://github.com/playcanvas/engine/pull/1909
There are just two properties: enableGGXSpecular (boolean), ani…
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Hello, I have the following error compiling the pbr example on mac (10.11.6, El Capitan).
```
Compiling wgpu_rust_renderer v0.0.3 (/Users/da1/Sources/rust/wgpu-rust-renderer)
Finished dev …
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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, …