Outerra forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Flickering on material  (Read 3132 times)

mori

  • Member
  • **
  • Posts: 63
  • newbie
Flickering on material
« on: July 28, 2013, 12:01:13 am »

2 videos




Logged

mori

  • Member
  • **
  • Posts: 63
  • newbie
Re: Flickering on material
« Reply #1 on: July 29, 2013, 07:46:51 am »

After tests i figured out that roughness map works exactly opposite way,
the more white, the more matte surface.

And flickering occurs where there is a big reflectance, and engine tries to reflect sun,
which is not working as in real world. The right (inverted) texture fixes that very well.

I wasn't obvious to me.
Logged

angrypig

  • Sr. Member
  • ****
  • Posts: 454
Re: Flickering on material
« Reply #2 on: July 30, 2013, 03:30:50 pm »

After tests i figured out that roughness map works exactly opposite way,
the more white, the more matte surface.

That is why it's called roughness map and not specular map. Rougheness maps are very common in engines with physically based lighting model. If you are using roughness map you should set "m" parameter to 1.0. because value in texture will multiplied by "m".

And flickering occurs where there is a big reflectance, and engine tries to reflect sun,
which is not working as in real world. The right (inverted) texture fixes that very well.

I wasn't obvious to me.

In most cases you don't hame to use reflectance map, unless you want to have a pixels with different material properties like plastic and some of them metal. Most materials have reflectance 0.04 - 0.08, metals have reflectance 0.8 and higher.

here is link to our wiki with material information:
http://xtrac.outerraworld.com/trac.fcgi/wiki/material
Logged