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PBR in FTEQW?

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PBR in FTEQW?

Postby JasonX » Wed May 08, 2019 7:50 pm

I just saw this commit and got excited: https://sourceforge.net/p/fteqw/code/5430/

Are there any screenshots on how this would look like?
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Re: PBR in FTEQW?

Postby Spike » Thu May 09, 2019 12:55 am

If I'm honest, it looks kinda bad.
More specifically, the PBR stuff does not handle reflections well. The current code has no IBL/etc, so reflections only reflect pointlights - infinitely small points of light that appear as insignificant tiny highlights on an otherwise near-black smooth metalic surface. Yes, metals end up basically black (rust/paint is not normally considered metalic, thus quake doesn't really have any actual metal surfaces so quake can mostly get away with it, hurrah for brown rust).
That said, its okay so long as you avoid metals entirely, and works well for non-metal gltf2 models (which use it by default - its a material property rather than a global state which retains backwards compat).

It also doesn't properly support the diffuse+specular texturemap pair that can found in all the non-pure-diffuse texture packages currently available.
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