three-gpu-pathtracer
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Metalness implementation seems incorrect
See straps that should be dark gray and yellow (and for some reason have a high metalness value)
Is possible this is a normal map / texture wrapping issue? Are UVs within [0, 1]? Is the normal map being interpreted correctly?
This can somewhat be emulated with the material ball when setting the color to be fairly dark, roughness high, and then ramping the metalness up and down. It seems to get really bright in the metalness mid range and entirely dark at the ends. Perhaps theres an issue with the GGX functions?
Related: #221
See metalness (or maybe just glossiness) issues in the metal spheres comparison:
- loss of energy on metalness axis
- loss of specular on smooth axis
Squaring the roughness improves the falloff and make it look closer to the comparison though the "matte" setting still has low reflection. ~Metal may be the same~. Perhaps the textures are being read in the wrong color space? Or are stored in the wrong color space?
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Glancing fresnel looks incorrect - "khronos-SpecularTest":
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Closing in favor of #264
Aviation Helmet after #315:
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And Specular Test from Model Viewer:
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