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#ActualTiagoCosta

Posted 22 January 2013 - 06:08 PM

Now I'm pretty sure there's some error in the fresnel calculation...
When looking down at the ground the N.L of most pixels should be almost 1, so the Fresnel would be the specular color of the material. Since the material has a low specular color the sky reflection shouldn't that much visible.

Check the result of the fresnel equation when looking at the ground for some pixels in PIX (or NVIDIA NSight), it should be close to the fresnel color.

Also post the full pixel shader if you can... I'm running out of ideas wacko.png

EDIT: You changed the screenshot looking at the ground right? It looks correct now.

#1TiagoCosta

Posted 22 January 2013 - 06:06 PM

Now I'm pretty sure there's some error in the fresnel calculation...

When looking down at the ground the N.L of most pixels should be almost 1, so the Fresnel would be the specular color of the material. Since the material has a low specular color the sky reflection shouldn't that much visible.

 

Check the result of the fresnel equation when looking at the ground for some pixels in PIX (or NVIDIA NSight), it should be close to the fresnel color.

 

Also post the full pixel shader if you can... I'm running out of ideas wacko.png


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