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PBR Lighting issue #2330
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Thanks for investigating. When it comes time to solve this, instead of modifying the PBRLighting shaders (and potentially breaking many apps) I suggest defining a new PBR material with a new name. |
Unfortunately the sphere tests renders wrong when i replace the fZero calculation. There is more to it. My guess is that jme counteracts the wrongness at some point. I am not yet at that point. Currently i am convertig the khronos reference shader to jme so it can be used as a direct replacement. Are the samples rendering correct on your end? |
Do you mean the varying shiny spheres example you posted the screenshot from? I tried finding that test to run and check, but I can't seem to find it. |
https://github.com/KhronosGroup/glTF-Sample-Models/tree/main/2.0 The models are MetalRoughSperes and the no texture variant |
To continue the discussion from:
https://hub.jmonkeyengine.org/t/zombiegirl-gltfloader-vs-monkeywrench/48007/15
Summary:
According to gltf specs, and on the reference viewers, the default value for metallic factor is 1. Jme's importers are setting the metallic factor to 0 to pass the test cases. The problematic line in my opinion is:
I have checked, a few other repositories, and i have not yet found that piece of math again. Additionally, the whole block:
is quite unique. F0 is in all other shaders defined as:
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