Gustav Sterbrant

Results 12 issues of Gustav Sterbrant

Fixes #3651 Adds support for light attenuation and medium thickness to be used with refractive (light transmitting) volumes and surfaces. Also adds support for KHR_materials_volume. Furthermore, increases the complexity of...

enhancement
area: graphics

### Description PR #4460 adds sheen to the standard material. The glTF reference implementation uses two LUTs for the BRDFs, one to weight the underlying layers, and one to weight...

performance
area: graphics

### Description The clearcoat shading model does not balance the energy from the base specular. As described here https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_clearcoat/README.md: ``` clearcoatFresnel = 0.04 + (1 - 0.04) * (1 -...

bug
area: graphics

### Description Refractions currently only takes into account the environment reflections, which gives an underwhelming impression of refractive surfaces, see #4437 for an example. In order to fix this, we...

### Description Add support for IES light profiles: ![image](https://user-images.githubusercontent.com/107400752/175296905-01d4a641-ad0c-49f2-82e4-d1f7d1224d08.png) These are essentially just weights you can use in a shader and lookup the value based on the angle between the...

feature request
area: graphics

### Description As a nice and simple way to support day-night cycles as well as dynamic sky ambient lighting, we should support using a procedurally generated (whenever the sun moves)...

feature request
area: graphics

### Description - [x] Add support for specular maps and tint using the metalness workflow. - [x] Add support for specularity factor maps and tint. - [x] Add support for...

area: ui
feature request

### Description Lights support shadow intensity to be adjusted, which modulates the amount of light absorbed by the shadow, as of the PR in the engine here: https://github.com/playcanvas/engine/pull/4346. The editor...

area: editor interface
feature request

### Description Enables the use of physically based light units, by having the physicalUnits enabled on the scene, and setting the luminance (not intensity) parameter on the lights. For spot...

enhancement
area: graphics
release: next minor
area: gltf

### Description The exposure with the physical camera units #4585 and physical light units #4618 means we can have really big ranges of light intensities in the scene. Without automatic...

feature request
area: graphics