To clarify, IBL alone is typically not a good solution for lighting in games (though it can be in offline renderers which do full on ray-traced radiosity which means you get shadows from ibl). Most modern game engines do something like this: Base IBL for the sky/clouds Local IBL that is generated from the actual level…
I think this is starting to look better. My advice would be to really push it. Right now your detailing is all very subtle. The albedo should not contain directional lighting information, but that doesn't mean it can't have a bunch of detail. I would expect to see much more variation in the color, value, and saturation of…
Ok so, first off, skylight: The sky light is 360 hdr panoramic image, the cool thing about sky lights is that it will give you very realistic lighting, basically every point in the panorama acts as a tiny light source. The bad thing about sky lighting is that it doesn't cast shadows, simply because its much too expensive…
I feel like perhaps now is not a great time to tell you that spec should probably be flatter values. why would it be more reflective or less reflective in cracks? It's all the same stone material. I still like the spec method because it gives me more control when something just isn't looking right or I'm trying to make…
Ok so first off, I think its important to understand the basic fundamental point of PBR, that is that all lights and materials behave in a logical and consistant manner, which means no matter how you set up your lighting, the asset will be lit as correctly as possible. Its really a two part system, part 1 is the shaders…