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I switched to the new PBR shader which I spied from another resource and I see again this weird specular artifact. Or is every Sponza supposed to be like that? sponza artifact 1 sponza artifact 2 Here ...
John Stoner's user avatar
-1 votes
1 answer
41 views

I am studying kernel routing code and notably PMTU management. When sending an UDP packet (with DF flag set) the kernel stack is using a flowi4 with UDP sport and dport set, for fib_lookup [1]. ...
Romain's user avatar
  • 107
1 vote
0 answers
177 views

I'm trying to make a path tracer but I have no idea how do I solve fireflies problem when sampling from env map. Env maps usually contain really bright and small areas and when some ray hits that ...
Zydak's user avatar
  • 11
0 votes
1 answer
932 views

i'm currently developing a web app with python based for generating a set of PBR texture. and stuck on the height map generation. i've been searching for this problem for a few weeks and still haven't ...
Mukmin Arrijal's user avatar
2 votes
1 answer
421 views

I am currently writing a physically based ray tracer and I am trying to implement normal mapping. The issue is that normal mapping results in "weird" geometry such that reflections can act ...
matthewd's user avatar
2 votes
2 answers
3k views

After reading the book "Real Time Rendering 4. Edition", I've decided to give online pbr a try and i chose the GGX algorithm for the normal distribution function. The equation shown in this ...
Miso_Soup's user avatar
1 vote
1 answer
357 views

I keep having this bug where there's a black spot right where I would assume the model is supposed to be brightest. I pulled an all-nighter trying to get this to work, but no avail. I've been ...
WireWhiz's user avatar
1 vote
0 answers
33 views

I am learning pbr theory by the document of filament. In the Energy gain in diffuse reflectance section, it add a [TODO: talk about the issue with fr+fd]. I can't find any resources about this. Can ...
user2331095's user avatar
  • 6,757
2 votes
0 answers
787 views

I've got a problem with rendering hard shadows in a PBR pipeline. I believe there is something wrong with PBR calculations because with a Blinn-Phong lighting model everything looks fine. These are ...
BrodaJarek3's user avatar
0 votes
1 answer
1k views

I'm writing a PBR shader and I'm trying to determine the correct way to generate the alpha value that is output for the image. The goal is to have a final image that is 'premultiplied alpha', so it ...
mb13's user avatar
  • 159
2 votes
1 answer
525 views

I have this shader: And this is the result: How can I make the grass less transparent, I swaped over from HDRP to URP and there is only PBR shader i know how to use.
Jakovich132's user avatar
0 votes
2 answers
288 views

I have an issue with particle systems, which can be, in rare cases, kind of occluded in a wrong manner. The particle system you see on the print-screens is a sphere (with invisible material, material ...
ZAY's user avatar
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2 votes
1 answer
311 views

So I saw an old post here: https://discourse.threejs.org/t/is-there-a-way-to-increase-scene-environment-map-exposure-without-affecting-unlit-materials/13458/4 That says... "If you apply the env ...
heroicsatsuma's user avatar
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152 views

Recently, I am stduying pbrt(physically based rendering). However, I have a question in using it in VS2019. I have cmaked the pbrt system(using the command "git clone --recursive https://github....
Yuxi Li's user avatar
0 votes
1 answer
965 views

I dived successfully into DirectX/3D11 (SharpDX/C#), I brought everything to life and finally, I wanted to implement PBR. I highly wanted the one-and-only BRDF like Disney / Burley, and luckily I've ...
Stephan Ertel's user avatar
0 votes
1 answer
296 views

I was trying to Cmake the google filament project (https://github.com/google/filament ). But I came across the error show below. I have followed the steps mention in the Windows build section, but ...
Kasun's user avatar
  • 307
0 votes
1 answer
337 views

In learnopengl specular IBL tutorial, to solve the bright dots in the pre-filter convolution, tutorial references this article and the pre-filter calculation are following: float3 PreFilterEnvMap(...
Outro's user avatar
  • 89
1 vote
0 answers
4k views

I'm studying the Phong shading model and it looks like materials have these properties: Ambient, diffuse and specular coefficients (which show how they react to those properties of a light) Shininess ...
memememe's user avatar
  • 713
0 votes
1 answer
1k views

I have a simple Cube with a PBR Material. Used maps are color, metalness, roughness, bump. When I export the scene via this code, the exported glb is missing all maps but the color. Is this a bug in ...
nurbs999's user avatar
1 vote
0 answers
896 views

I'm trying to modify the Standard/Roughness shader. I want the shader to have 4 additional slots for textures which operates with UV02 channel. The takes information for Tiling X / Y and Offset X / Y ...
Ivan Yosifov's user avatar
1 vote
1 answer
818 views

Dear Scenekit Experts, I'm trying to get a material resembling clear glass using PBR. It should be 99% transparent while also very reflective. Here's the sample I'm using: lightingModel = ....
Bersaelor's user avatar
  • 2,577
2 votes
1 answer
1k views

I'm using physically based lighting to light my scene in ARKit, however, I also want to add shadows to make it more realistic. I tried adding a directional light and setting the intensity as low as ...
SilentK's user avatar
  • 662
3 votes
0 answers
275 views

I have already added a material to my geometry of SCNNode and now I want to add another material to it and set it to blend mode 'multiply'. I tried a lot but unable to find a way to do this. If we ...
Mr.Kushwaha's user avatar
2 votes
0 answers
2k views

I've been following Thinmatrix tutorials to practice GLSL and Vector math, and now I'm trying to implement a PBR shader, that I borrowed from here(learnOpenGL). My first go made sure the models would ...
winnieTheWind's user avatar
1 vote
1 answer
2k views

have I've implemented the Screen Space Ambient Occlusion in my Three.js project correctly, and run perfect, like this: //Setup SSAO pass depthMaterial = new THREE.MeshDepthMaterial(); ...
DuffDan's user avatar
  • 31