AwesomeGuy64 Posted May 24, 2022 Share Posted May 24, 2022 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. Link to comment Share on other sites More sharing options...
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