![]() ![]() Implement multiscattering in the GGX formula used by Godot materials. Testing project ( master): test_multiscatter.zip Describe the feature / enhancement and how it helps to overcome the problem or limitation If a good multiscattering approximation is implemented, the spheres would become almost invisible as their reflection would match the background sky (even when there is no DirectionalLight3D). This also occurs with alternative diffuse modes (all screenshots have a light): Lambert That said, even if you have other direct and indirect light sources, the brightness reduction in metallic rough materials is noticeable: Burley (no DirectionalLight3D) This is especially noticeable if most of your lighting comes from environment reflections. Since light in real life can bounce several times, this will darken rough materials, especially those with higher metallic values. Godot's current PBR model only simulates a single bounce within material microfacets. The Godot editor □ Describe the problem or limitation you are having in your project ![]()
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