So we know PBR material use IBL to create lighting and environment reflection.
But all the examples I know don't involve using translucent cube maps. Except for Maya's Stingray PBS.
Do anyone have an idea on why? See below screenshots comparing default
diffuse irradiance map with one I created from HDR image. (Maya also use translucent
specular map.)
The result is my diffuse cube map over-expose the material:
Replies
Maya PBR Standard Base use an uncommon IBL encoding: it uses RGBM by default, have to change it to sRGB or Linear (probably Linear given Substance is also Linear)