Hey guys, if the original author don't mind, I have temporarily shared it here on this link while the original one comes back: https://dl.dropboxusercontent.com/u/136334834/PBRTK/PBRTK_v0_2.zip (I had also this in the same folder where I saved it, don't remember if it was related somehow, but it treated 3dsmax shader fx…
You can also have a look at the glsl code for the PBR shader that ships with Substance Designer which uses exactly the method almighty_gir described (except I directly read the environment from a lattitude/longitude texture instead of a cubemap, but the changes to account for that are simple).
1.) As far as Emission, that was a quirk of porting over some code from Unity. In Unity, it was stuffed into Emission since that's guaranteed to be added to the result after all lights have been accumulated (rather than running per-light) 2.) Wat. I thought mip selection was the standard way of doing blurry reflections?…
hope you don't mind but i looked through the shader code a little. for pbr you don't use emission for either the diffuse or specular IBL, they both get added to the diffuse/specular response as applicable. also, you're not doing any kind of importance sampling for your IBL, you're just scrolling through the mip levels…
Traditionally, 3DS Max has not been very good at previewing what game art will look like in the final game, particularly with the standardization of PBR shading in next-gen engines. PBRTK is a viewport shader for 3DS Max which solves just that! This viewport shader gives you a physically-based shader based on the metalness…
Just tested in Max 2014 and Nitrous and the script spits out errors about missing albedotexture in null etc... Directly in the script's "on create" handler., when trying to assign the albedo texture . Switching to DirectX mode fixes that. Same is true for Max 2015 and nitrous I'm not sure wether the things your scripts…
OK, new version coming very soon (later today?) This new version's got some changes: 1.) Now using GGX instead of normalized blinn-phong, bringing specular results closer to that of UE4. 2.) Changed the specular cube mip factor to more closely match specular highlight results. 3.) New specular cube texture included.…
It does make a visible difference on smooth surfaces, mostly at grazing angles since the split-sum approximations assumes the surface normal is facing the camera for at least one of the precomputed integrals, or when smoothly increasing roughness on a flat surface. However it's a good enough approximations for games where…
Ah... got it, thanks for the clear-up. Maybe in real-time applications it doesn't matter? And trilinear filtering could piece-wise interpolate between 'the blocks'. Edit: missed all the previous post. Thread is going fast. Understood the full discussion and importance sampling issue by now. And that yes, mip-mapping that's…