i implemented physically based shading, using the Cook Torrance BRDF Equation, with Trowbridge Reitz GGX for Normal Distribution, the Smith Schlick GGX for Geometric Shadowing, Schlick Approximation for Fresnel and for diffuse, Lambert.
All is working in Linear Space with pow(2.33) on Input and pow(0.4545) on output, and it looks good.
But the problem i have is for skin :
The falloff is too harsh, good for general objects, but the skin should look softer.
And it looks like cell shading...
So how can i make it softer like this :