Fix shininess to roughness conversion; Add comments

Was accidentally flipping to value (1 - x) twice, thus negating the effect.
This commit is contained in:
Daniel Hritzkiv
2017-10-26 11:33:33 -04:00
parent 92046319be
commit 8b73ec7541

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@@ -446,15 +446,15 @@ void glTF2Exporter::ExportMaterials()
) {
// convert specular color to luminance
float specularIntensity = specularColor[0] * 0.2125 + specularColor[1] * 0.7154 + specularColor[2] * 0.0721;
float roughnessFactor = 1 - std::sqrt(shininess / 1000);
roughnessFactor = std::pow(roughnessFactor, 2);
roughnessFactor = std::min(std::max(roughnessFactor, 0.0f), 1.0f);
//normalize shininess (assuming max is 1000) with an inverse exponentional curve
float normalizedShininess = std::sqrt(shininess / 1000);
//clamp the shininess value between 0 and 1
normalizedShininess = std::min(std::max(normalizedShininess, 0.0f), 1.0f);
// low specular intensity values should produce a rough material even if shininess is high.
roughnessFactor = 1 - (roughnessFactor * specularIntensity);
normalizedShininess = normalizedShininess * specularIntensity;
m->pbrMetallicRoughness.roughnessFactor = roughnessFactor;
m->pbrMetallicRoughness.roughnessFactor = 1 - normalizedShininess;
}
}