left is Painter with specular quality Ultra and is same sbsar material (color and roughness) exported from Designer. Same "panorama" environment with same exposure value .
Painter in "low" settings makes it identical to Designer. So which is actually Physically based for real ? What matches Unreal currently ? Does anyone have an idea?
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Matches Unreal? Let us know.
Any idea? Somewhat. Every real-time render is opinionated, they all make tradeoffs. Also, PBR shaders all have different approximations, because PBR is not a perfect science. It’s much much better than the old Diffuse/Specular/Guessing method. But it’s still open to interpretation, decisions need to be made for speed and efficiency reasons.
”Roughness” is an approximation, an optimization, and there are different ways to simulate it, each with different tradeoffs.
It's something that can be worked around but I suspect that supporting panorama images rather than properly convolved cubemaps for the IBL makes that difficult - the maths are a bit beyond me when we get to this sort of thing tbh.
I've not looked at the shader code for either application since they adopted the Adobe materials but previously the IBL sampling in Painter was a lot more sophisticated than what Designer offered - I wouldn't be surprised if that was still the case