PBR in FTEQW?

Discuss programming topics for the various GPL'd game engine sources.
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JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

PBR in FTEQW?

Post by JasonX »

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?
Spike
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Joined: Fri Nov 05, 2004 3:12 am
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Re: PBR in FTEQW?

Post by Spike »

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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