PBR shader and opacity

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Hi.I'm writing PBR shader, and i have strange problem. In traditional shading, i'm using opacity parameter to specify the amount of transparency color, with the help of lspline function.
result_transparency_color = lspline(opacity, {0,0,0}, {1,1,1} - transp_color, {1,1,1});
In the examples below:
opacity = 0,5
transp_color = {0,1,0}

Everything works fine in micropoly engine, but with pbr something going wrong.
Maybe PBR calculates opacity a little bit different ?
Any ideas would be helpful.

Attachments:
pbr_opacity.hipnc (210.9 KB)
pbr_opacity.JPG (23.3 KB)
micropoly_opacity.JPG (22.0 KB)

Aleksei Rusev
Sr. Graphics Tools Engineer @ Nvidia
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