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#Actuallipsryme

Posted 05 November 2012 - 01:29 PM

I'm currently doing something like "final diffuse term *= 1.0f - F;" is that correct ? Although I'm having a hard time seeing a difference there Posted Image

Sebastien Lagarde (here: http://seblagarde.wo...-lighting-mode/) is talking about using a specular color texture that only contains the constant fresnel reflectance color at F(0°) and a separate gloss map which is a monochrome texture containing the (what was before in the specMap) details of the specular highlighting.
So if this is a constant RGB value I'm wondering why even use a texture for this if you could just set this for each material in the engine. And inside the shader would I then use this monochrome gloss texture as the specular power ? This feels like a waste of resources to me or am I missing something ?

#4lipsryme

Posted 05 November 2012 - 01:28 PM

I'm currently doing something like "final diffuse term *= 1.0f - F;" is that correct ? Although I'm having a hard time seeing a difference there Posted Image

Sebastien Lagarde (here: http://seblagarde.wo...-lighting-mode/) is talking about using a specular color texture that only contains the constant fresnel reflectance color at F(0°) and a separate gloss map which is a monochrome texture containing the (what was before in the specMap) details of the specular highlighting.
So if this is a constant RGB value I'm wondering why even use a texture for this if you could just set this for each material in the engine. And inside the shader would I then use this monochrome gloss texture as the specular power ?

#3lipsryme

Posted 05 November 2012 - 01:28 PM

I'm currently doing something like "final diffuse term *= 1.0f - F;" is that correct ? Although I'm having a hard time seeing a difference there Posted Image

Sebastien Lagarde (here: http://seblagarde.wo...-lighting-mode/) is talking about using a specular color texture that only contains the constant fresnel reflectance color at F(0°) and a separate gloss map which is a monochrome texture containing the (what was before in the specMap) details of the specular highlighting.
So if this is a constant RGB value I'm wondering why even use a texture for this if you could just set this for each material in the code ? (or GUI). And inside the shader would I then use this monochrome gloss texture as the specular power ?

#2lipsryme

Posted 05 November 2012 - 01:26 PM

I'm currently doing something like "final diffuse term *= 1.0f - F;" is that correct ? Although I'm having a hard time seeing a difference there :P

Sebastien Lagarde (here: http://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/) is talking about using a specular color texture that only contains the constant fresnel reflectance color at F(0°) and a separate gloss map which has is a monochrome texture containing the (what was before in the specMap) details of the specular highlighting.
So if this is a constant RGB value I'm wondering why even use a texture for this if you could just set this for each material in the code ? (or GUI). And inside the shader would I then use this monochrome gloss texture as the specular power ?

#1lipsryme

Posted 05 November 2012 - 06:47 AM

I'm currently doing something like "final diffuse term *= 1.0f - F;" is that correct ? Although I'm having a hard time seeing a difference there :P

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