Does anyone know why it's so different openGL vs iRay in both supposing to do same physically based rendering and energy conservation. Same Evee vs Cycles or Octane or Arnold etc. And only Unreal does it more or less close to what all offline renders do. Mostly in its architectural visualization template although?
That thing puzzles me for decade already. That difference mostly occurs when roughness values are around 0.7- 0.9 . In most typical range of outdoor materials.
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Finally there is also spectral renderers.. maybe even computing spectral ares you may not even see (visual perception).. and then there are color management and even color gradient..
So the question would be which combination of all those technics are used.. and don't forget the cailibration of your monitor and the luminance of the room you are watching it.. or if you are just out of bed or almost at sleep...
The question is: which "look" is the actual project following..
https://boksajak.github.io/files/CrashCourseBRDF.pdf
The 'fresnel' is a function of the specular reflectance and is equivalent to IOR - it's not just an arbitrary value and optimisations in the openGL shader could easily make it look a bit different from the much fancier Iray version.
GGX is bad at rough surfaces - its basically designed to represent acrylic and the further from that you get, the less comfortable it is.
With all that said, if you're trying to represent a simple surface like acrylic you shouldn't generally see a significant difference between the openGL version and iray. It wouldn't surprise me if the difference increased at very high or low roughness values and I certainly wouldn't be surprised to see a difference in the rate of change against view angle. its as brandon says - optimisations stack up
Things like like apparent roughness getting mipped away when normal maps mip down to blurrier and smoothed over approximations of surfaces. Really apparent on landscapes, where they look way too shiny even when completely rough. The lots of directional normal details on a surface can cause anisotropic effects that also get mipped away.
Well, while I would 100% agree that many *do* take words for granted, nothing about the term "physically based" makes any claim about the result being 100% a replication of nature. It simply means that the calculation is based on physical properties - which themselves are only an approximation of the real thing.
I actually believe that your observations would be a bit easier to follow (and could even garner some interest) if presented as well-documented and well-worded panels, as opposed to something sounding more like a rant at the clouds
After all if this is so important and noticeable to you ... why not put a bit more time and effort into it ?
Whether it's worth doing anything about is a question you have to answer yourself.
Personally, I don't think it's worth the arseache trying to perfectly match a DCC to the target renderer - primarily because even if you do have the knowledge/resources necessary you never have enough control over the DCC itself to cover all the bases. Its worth putting some effort in to get them to behave similarly but while you might be able to match the lighting model with a custom shader you're not going to be able to put your final lighting solution in there so it won't match anyway (I know because I have done exactly this more than once).
Effort is far better spent on developing ways to accelerate getting resources into the render engine so you can iterate quickly .
and this is where this entire mindset usually falls apart! because then you have artists, artdirectors, producers, marketing etc asking for all kinds of rule breaking values, to make a statement with a piece.
well yeah i mean if one person making their own decision makes a problem for the project thats where the scope of the project necessitates standardization. I wasn't making a statement against PBR just trying to describe the need for it. but of course with standardization does come a need for discipline and conformity so people who want more creative freedom have to deal with that.
Some example screenshots would help here, in actual prototype game levels, not just single mesh shader tests.