dark_sylinc wrote:Gotcha. I'll add a fresnel texture to my todo list.
dark_sylinc wrote:I may end up changing "specular" in the scripts for coloured fresnel, and "kS" for the explicit specular colour.
Yes! please do that! and for c++ stuffs too.
with that changes we will have a perfect specular workflow!!
this is the current default implementation using white specular and specular color as colored fresnel:
looks almost identical to marmoset =D!:
the only thing that would be missing is what pirokun mentioned about the roughness decreasing the reflection. In Unity and sketchfab for instance when roughness is 1 the reflection at grazing angles is 0! but in marmoset it decreases a lot but there is still a little left: