Cycles/EEVEE: Change specular tint in Principled BSDF from float to color #112192
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Reference: blender/blender#112192
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Delete Branch "weizhen/blender:principled-specular-tint"
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for more artistic control. Tints the reflection of dielectric materials at normal incidence.
TODO:
Not sure aboutAlready fixed OSL.7f28729e13
, the transition seems smoother without the change. Probably should fix OSL instead.WIP: Cycles: Change specular tint in Principled BSDF from float to colorto Cycles/EEVEE: Change specular tint in Principled BSDF from float to colorThe pull request is now ready for review, with two TODOs that I probably have no time nor energy to finish. A few comments:
one_spectrum() - F
. Is this intended? Should we usereduce_max
as we do for layering?EEVEE's code make sense.
Really happy to see it, as it will make Blender specular compatible with glTF specular, avoiding a lot of conversion (that are not 100% accurate).
Is it still planned to be merged for 4.0?
Yeah, this is a tricky question. For now, I think it's okay to keep it as-is, that's what OpenPBR also does.
It's not perfect, but I think it's good enough. As you said, getting a perfect fit is very tricky.
Could be done in the future, for now I think this is okay.
We can reuse the parameter. It's not perfect (e.g., metallic tint is physically-based, while dielectric tint isn't; and dielectric tint mostly affects normal incidence while metallic tint mostly affects edge incidence), but it's one parameter less and mixed materials are probably not that common. The most common use of the metallic tint will be to accurately model specific real-life metals, in which case Metallic would be 1.0 anyways.
Currently yes afaik.