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The grabbable pulleys are supposed to have a specular effect. This isn't rendered in the HD rereleases, resulting in a very flat looking pulley.
Dreamcast:
![image](https://github.com/shaddatic/sa…
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### Tested versions
Reproducible in 4.3.rc1
### System information
Godot v4.3.rc1 - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1660 SUPER (NVIDIA; 32.0.15.6070) - Intel(R) Core…
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Add support for extension [KHR_materials_specular](https://github.com/KhronosGroup/glTF/blob/master/extensions/2.0/Khronos/KHR_materials_specular/README.md)
This extension adds two parameters to th…
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Hello could you please how to model an infrared lamp (with reflector) for simulating radiant spécular optical rays with reflections.
![IMG_2427](https://github.com/user-attachments/assets/bc51b021-…
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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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In Files/effectbank/reloaded there is the settings.fx file that lets us change some options and shader properities;
I used it to modify many things, but it seems that the specular camera settings ju…
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Hi,
thanks for your great work. In your paper it says that the color is decomposed into 2 parts: diffuse and specular. diffuse color is represented by low-order SH and specular color represented by …
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On testing we noticed that if `specular_weight > 1` and the material is metallic, then there is energy gain, e.g.:
| `specular_weight` 1 | `specular_weight` 6 |
| ------------- | ------------- |…
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On direct comparison between console version and PC (reference: Cousins Bellic), there's very evidently much high specular highlights along the edges of vehicle bodies to external light sources (espec…
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Theoretically, the quartic polynomial based on the finite method must converge the interferometric delay with the infinite method when the transmitter height is large enough to be almost infinite.
…