Closed bryanedds closed 9 months ago
Marking this as a bug.
Spent half a day taking a cursory look into this. Determined that we're probably going to have to dive deep back into understand PBR to be figure out how to fix or at least mitigate this issue.
As a quick resort, I decided to bisect and see if it was ever not there. So I bisected further, and found the issue was in 6d960903ba6c74cbf0c012714ecb8230a5dbe88a where I mindlessly turned the BRDF texture into filtered / mipped.
Since implementing the renderer, there's always been this specular artifact when directly facing rough surfaces -
I'm not sure if this is physically correct or if it's either an error or precision issue.
At a minimum, this should be understood.