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