Inconsistend material viewport preview between Principled BSDF and the other shaders #51957
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Reference: blender/blender#51957
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System Information
Windows 10 64
Intel i5 6400
intel hd 530 and Nvidia gtx 970
Blender Version
blender-2.78-9cd6b03-win64 and before
Short description of error. All this applies to viewport, not render
In the material viewport, there are several lighting differences between PrincipledBSDF materials compared to other shaders
1- The lighting with Principled uses the object coordinates and always comes from behind the object in local coordinates, while in other shaders, it uses camera coordinates.
2- Lighting is darker with Principled, even when compared to similar shaders with the same color, as seen in the image
3- Principled has better looking specular highlights, while standalone Glossy shaders have the same constant reflection they always had since the material preview was introduced in Cycles, which makes it hard to tell roughness
4- Principled doesn't display the subsurface color and it's mixture with the base color, only the base color, while standalone shaders have a nice diffuse fallback, and mix correctly with other shaders in the viewport
Exact steps for others to reproduce the error
0bep.blend
Proposal
Use camera coordinates for Principled, same as standalone shaders
Match the brightness of Principled and standalone shaders
Make the specular highlights of standalone glossy shaders look like principled's
Fix the SSS viewport color for Principled
Changed status to: 'Open'
Added subscriber: @moisessalvador
This issue was referenced by
eb420e6b7f
Changed status from 'Open' to: 'Resolved'
Added subscriber: @brecht
I fixed the principled issues, but not the glossy BSDF one. For Blender 2.8 this whole system is being rewritten.
Thank you!