Details
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Bug
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Resolution: Done
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P1: Critical
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5.9.0 Beta 1
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None
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6b231725b2b5e0f2d797f8939bd02637d0196942 afbf3d45f6e440b1d71d62a85289bd8fcc98a134
Description
When using IBL with PBR shaders the calculation of the mip level from the roughness value relies upon the env maps having a size on 2k (I think). When using smaller env maps, we end up calculating mip levels that are too high and contain bad/missing data leading to broken lighting for very rough materials.
Check this roughness to mip mapping function and try to use one independent of the env map size or expose properties to control it.