How do I systematically and automatically convert phong exponent and specularity into a GGX roughness value and intensity in a non-light conserving way that accurately lines up with the original shader? I've been looking for a mathematical function I can do with shader nodes, but I can't seem to get it to work.

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#1
Posted 24 May 2022 - 05:32 AM

Also tagged with one or more of these keywords: source, sfm, tf2, shader, material, texture, npr, pbr
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