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specular_lys [2017/05/15 21:58] adavies [Reflected Beam] |
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Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]]. | Note that our implementation of BurleyToMip() below differs from the more typical form as cube maps convolved in Lys are based on RdotL and not NdotH. You can find a more detailed description in [[specular_lys#pre-convolved_cube_maps_vs_path_tracers|Pre-convolved Cube Maps vs Path Tracers]]. | ||
- | Despite the difference in distribution of MIPs the lit specular response resulting from the generated “roughness texture” will be identical to other PBR based game engines and tools. | + | Despite the difference in distribution of MIPs the lit specular response resulting from the generated “roughness texture” will be identical to existing PBR based game engines and tools. |
<code glsl>float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) | <code glsl>float BurleyToMip(float fPerceptualRoughness, int nMips, float NdotR) |