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Rob Ainscough

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  1. Thanks for the responses, unfortunately other projects have taken precedence so I've put this on the back burner for now to revisit at a later date. Actually no, I'm using Sun, Moon, stars/Milky Way and "ground" lights as sources. I thought "Substance" suite was exactly that? Unfortunately gamma is too global ... I did experiment with "multiple" light source (invisible suns) at various opposing positions and that did actually help but not sure it looked as "natural" as I'd like. I honestly haven't tried DX12 RTX extensions for Ray Tracing for my primary light sources (sun, moon, stars/Milky Way) ... but my understanding is that wouldn't be viable for large scale globe/terrain situations? Anyway, appreciate all the responses and when I have some time I'll return to this project. Cheers, Rob.
  2. I've been experimenting/coding a PBR implementation (BRDF) on a basic landscape and use the sky texture as an influence for application of light. But my dusk and dawn the terrain colors are overly saturated with orange/brown from my sky textures and/or my whites (like snow) would turn brown. The sky looks great but the terrain and/or any objects with PBR supporting materials reflect way too much of the sky color. Problem is, if I dial that down then the saturation and specular is off during day time (far too dull) ... adjust for one time of day and mess up another. Of course, Ray Tracing extensions in DX12 could obviously help but it's still not going to solve my dusk/dawn PBR issues ... that seems to be more fundamental. So I guess my question is, how can I get PBR to look good at all times of the day/night (especially dawn/dusk)? I've gone thru Matt Pharr's book but haven't really found anything that could help me with this specific issue of whites (specifically snow textures). Thoughts? Cheers, Rob.
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