While spec glossiness could be looking perfectly same as metal-rough ( if using same GGX highlight spot instead of Blin -Phong) when you add environment cube map with Fresnel and choose physically sound diffuse ,spec color and gloss values . Even if the energy conservation would be a bit off. It's off in modern metal_rough…
I am not an engineer, so take the following with a hefty dose of salt. As I understand it, your typical PBR shader is made of a collection of functions/algorithms that define the way light is reflected from the surface. These functions are commonly referred to as a BRDFs. Typically, a PBR shader will consist of a separate…
Isn't gloss a same thing as roughness? And specular level is an energy conservation thing . You can write a simple calculator for that in something like Libre office Calc to do it. Together with diffuse color intensity. Why at all do it in real time? It's beside the fact that you just need 2-3 HDRI emulating different…
I think we might be missing the forest for the trees here. The purpose of "physically based" wasn't really to create a 100% physically accurate shading model - although in that regard, it is certainly miles better than the model it replaced. Before we had PBR materials, we were working with diffuse color and specular…