Hi,
after playing around with 3.0 I still got quite a few open questions on the new PBR and Physical shaders.
I really think the documentation needs more work as many things are not really touched upon.
1) In the documentation, I could find no info whatsoever on the Brdf attribute of the "reflection" shader and its options. Obviously there
is some info on the web but it is sometimes a little overwhelming and if the Docs can explain the "Color" attribute
of a shader using some wedge images, I would think some info on the Brdf and how it works in Clarisse would be very welcome.
2) The "Fresnel" options in the reflective shader, I also struggle with. While the "Fresnel Incident Tint" seems to do what I thought it would
(control the color of the reflection on areas facing the camera), the "Fresnel Edge Tint", does not really seem to do anything.
Certainly setting it to some really strong colors does not seem to have any corresponding effect to the areas facing away, or actually to anything at all.
Do I miss something here?
3) the "diffuse" shader has a "Back Color" attribute for translucency like effects.
The "reflection" shader does not. Is there a technical/logical reason for this?
4) I am not sure I really understand what the Tint/Absorption/Incidence Parameters are supposed to do visually in a layered shader. Again that little introduction video was very brief on these.
5) I also would like to see some more info on best practices, optimization, etc.: Will using the layered shader have a performance impact compared to trying to achieve similar things with just one shader but using a more complex shading network? Should I create fresnel like effects through the layered shader or would a single reflection shader
with correct settings render faster?
thanks
-k