68 questions
1
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0
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64
views
Is this normal or is my PBR shader incorrect?
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 ...
-1
votes
1
answer
41
views
Kernel code PMTU update with PBR rules on L4 ports
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]. ...
1
vote
0
answers
177
views
Path tracer fireflies
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 ...
0
votes
1
answer
932
views
Generating height map from a single image of shadows using python
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 ...
2
votes
1
answer
421
views
Ray Tracing - Normal mapping illegal bounce
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 ...
2
votes
2
answers
3k
views
I need help understanding the GGX normal distribution function
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 ...
1
vote
1
answer
357
views
Dark spot where light should be when attempting to code pbr shader
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 ...
1
vote
0
answers
33
views
What is the issue about fr + fd in filament document?
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 ...
2
votes
0
answers
787
views
Why shadows are not rendered when PBR directional light is applied?
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 ...
0
votes
1
answer
1k
views
Generating a proper alpha (transparency) value out of a PBR material
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 ...
2
votes
1
answer
525
views
PBR shader is too transparent
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.
0
votes
2
answers
288
views
SCNParticleSystem partially hidden or occluded in wrong manner
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 ...
2
votes
1
answer
311
views
Aframe 1.0.4 - setting scene.environment does not update materials
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 ...
0
votes
0
answers
152
views
pbrt question about unresolved external symbol
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....
0
votes
1
answer
965
views
Direct3D11 / PBR Shader - Scene keeps too dark - any experience with the a BRDF (Burley/Disney) Shader?
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 ...
0
votes
1
answer
296
views
Error while cmake the filament rendering project
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 ...
0
votes
1
answer
337
views
Wrong result when solving the bright dots in pre-filter convolution
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(...
1
vote
0
answers
4k
views
PBR textures and the Phong Shading model material parameters
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 ...
0
votes
1
answer
1k
views
ThreeJS GLTFExporter doesn't export PBR material maps
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 ...
1
vote
0
answers
896
views
Unity 3D Standard PBR Shader with UV2 for second overlaping textures
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 ...
1
vote
1
answer
818
views
Transparent glass with reflections in SceneKit
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 = ....
2
votes
1
answer
1k
views
Make SceneKit light only cast shadows without lighting the scene
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 ...
3
votes
0
answers
275
views
Blend material onto another material in SceneKit using PBR iOS
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 ...
2
votes
0
answers
2k
views
How to Implement PBR shader - LWJGL?
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 ...
1
vote
1
answer
2k
views
Three.js: Apply SSAO (Screen Space Ambient Occlusion) to Displacement map
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();
...