reepblue Posted January 29 Share Posted January 29 I'm curious why if a material has a roughness of 1.0, it's still reflecting the scene with a probe. I want this texture to be 100% mat. { "material": { "displacement": [ 0.05000000074505806, -0.02500000037252903 ], "metallic": 0.0, "pickmode": true, "roughness": 1.0, "shaderfamily": "Shaders/PBR.fam", "shadow": true, "texture0": "./Textures/wall02.dds" } } Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted January 29 Share Posted January 29 I have noticed the same thing. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
reepblue Posted February 3 Author Share Posted February 3 The fix came up during the hangout. Might get fixed in the future but for now: Line 171 in PBR/Lighting.glsl. u_MipCount = 6; //textureQueryLevels(textureCubeSampler[shadowMapID]); 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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