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WFG Programming Team
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vladislavbelov last won the day on January 4

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  1. That texture doesn't have mipmaps, because it's generated each frame.
  2. Actually Shlick approximation de facto is a standard in the graphics and games industry. And even more it's imperfect for some cases on modern hardware. People try to find more accurate approximations: https://belcour.github.io/blog/research/publication/2020/08/26/brdf-fresnel-decompo.html It's true life. But I'm working on water refactoring. And I've already removed a bunch of in-place hacks.
  3. You can always check your frame by capturing it with RenderDoc or something similiar.
  4. The same as skies, they both are reflection, refraction and absorption. I don't see much difference in terms of math and energy conservation, ambient color or cubemap is another hack to make things look more realistic. And on modern hardware you can find pretty cheap techniques to get the second reflection (beside ray-tracing).
  5. It happens in our code, and usually it's just a workaround to make it look better. You haven't seen the water one before I've done a cleanup for it.
  6. I suppose it contradicts to your patch for the current game. Because you decrease ambient from skies for vertical surfaces. But AO is used for any kind of indirect light, including sun direct light reflected from some surfaces, which is more powerful than skies ambient.
  7. Per draw call constant. But some constant might be per frame. It's not interpolated by vertex shader, because vertex shader knows nothing about fragments. It will be interpolated on or or after rasterization step. Usually it's called per-pixel in both modes. Only some driver implementations allow you to force per-sample executing. Mostly, but not in that case. vnormal isn't normalized, so it'd be near but not always cosine.
  8. I suppose it's not because they don't want to, but because they can't. Since checking BRDF for every combination of pixels of different textures is a very complex task. I believe there's no fast solution in the whole production world of renderers. So by your measurements there is no production software with real PBR. I suppose you mean 1.0 by white. Since it's not a color, a ratio of reflected/scattered and absorbed. You're just looking on them at very high angle I believe it's not hard to meet a 90%-95% mirror, especially with a metal back I think it's important to n
  9. On old hardware - yes, on modern we might render it into HDR render target and apply tone mapper afterwards, or just apply tone mapper directly. The problem appears not only for white but for any color that has a component near to 1.0 (255), like red, green or blue.
  10. Interesting theme In theory there are no colors at all, everything is a subjective perception. So there is no computer color/finite value that might represent any of real color. I suppose he means that your formula gets an overflow as you get a color value more than 1.0 (255) for some components.
  11. Any video? Might be a hotkey issue, Idk.
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