RE: VDrift lighting, materials, textures
"It sounds like they don't use a specular RGB; instead, the metallic model uses the base color as the specular color, with black diffuse." Ah, that is the part I've missed somehow. This reduces the number of interesting parameters to 6. And if we use fixed clearcoat values for car paint there would be only 4: metallic, roughness, spec, spec tint.
For the material lookup texture, you mean something like a discrete number of materials (4096*4096)? But how many parameters are needed per BRDF, would 4 channels be enough?
Edit:
Hmm, 4096 material texture would need a 24bit material index...
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