That's true. But you only have to change albedo to black manually if you're using the specular color workflow. The metalness workflow does that for you. So for instance, let's assume your albedo color is white, this is what my shader does: Metalness: 0.0 Diffuse: [1, 1, 1] Specular: [0.06, 0.06, 0.06] Metalness: 1.0…
There's two cubemap inputs. One for diffuse ambient IBL, one for specular reflection IBL. Two cubemaps will be included (the diffuse ambient one I just made from the specular reflection cube in Cubemapgen) How did max screw up the way normals work? >.> I'm calculating my own tangent basis from the normal, tangent, and…
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…
0.04 is the linear space value. Don't know about the diffuse one. I think it's safe to assume that it's pre-gamma-correction, since generally PBR works/looks best in a linear color space.
I think we're just getting into semantics here, though. It's called Emission, yes, but really the only thing it holds is diffuse+specular IBL which is added to direct lighting contribution. I could rename it to IBL if it makes you happy.
Glad to see you are pushing this forward full on : ). I had a question regarding the 4% (0.04) base reflectivity. Is this the linear value? or the gamma space value? (Same for 30 -50 minimum value on the diffuse, is it 30-50 before or after gamma correction?) Thanks.