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.)
![](https://us.v-cdn.net/5021068/uploads/editor/70/ggl8wamp7mut.png)
![](https://us.v-cdn.net/5021068/uploads/editor/rg/dxmun3o75teh.png)
![](https://us.v-cdn.net/5021068/uploads/editor/2m/7nyjwh2wism2.png)
The result is my diffuse cube map over-expose the material:
![](https://us.v-cdn.net/5021068/uploads/editor/dc/tkkop2c5xvd3.png)
![](https://us.v-cdn.net/5021068/uploads/editor/0i/tt22wai5bgrv.png)
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)