Open peefTube opened 1 year ago
Addendum on point 3. This is a visual example of PBR not being favorable over stock. Some examples of stock textures can still be seen on the walls here, providing visual context for how the lighting SHOULD look. Because PBR seems to favor phong lighting and cubemap reflections over lightmaps and projected textures (not even rendering projected texture shadows in some cases, unless the ptex is very bright), it makes working with it very difficult in some cases. This is something I would really like to see amended.
Which component should be improved?
Render
Describe your suggestion
PBR is lacking a significant amount of visual features which would be amazing to have. I'll try and keep this short while running through everything I think can be improved or fixed.
If I think of anything else I'll try to remember to add it here.