Fix shininess to roughness conversion; Add comments
Was accidentally flipping to value (1 - x) twice, thus negating the effect.pull/1516/head
parent
92046319be
commit
8b73ec7541
|
@ -446,15 +446,15 @@ void glTF2Exporter::ExportMaterials()
|
|||
) {
|
||||
// convert specular color to luminance
|
||||
float specularIntensity = specularColor[0] * 0.2125 + specularColor[1] * 0.7154 + specularColor[2] * 0.0721;
|
||||
float roughnessFactor = 1 - std::sqrt(shininess / 1000);
|
||||
|
||||
roughnessFactor = std::pow(roughnessFactor, 2);
|
||||
roughnessFactor = std::min(std::max(roughnessFactor, 0.0f), 1.0f);
|
||||
//normalize shininess (assuming max is 1000) with an inverse exponentional curve
|
||||
float normalizedShininess = std::sqrt(shininess / 1000);
|
||||
|
||||
//clamp the shininess value between 0 and 1
|
||||
normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f);
|
||||
// low specular intensity values should produce a rough material even if shininess is high.
|
||||
roughnessFactor = 1 - (roughnessFactor * specularIntensity);
|
||||
normalizedShininess = normalizedShininess * specularIntensity;
|
||||
|
||||
m->pbrMetallicRoughness.roughnessFactor = roughnessFactor;
|
||||
m->pbrMetallicRoughness.roughnessFactor = 1 - normalizedShininess;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue