Make the principled bsdf respect the fresnel
the reflection in eevee have the same specualr no matter the angle you look at using principled bsdf and that's not how cycles or the real world reflections work basically the lower the angel you look at the more mirror like any material become i guess it's a simple patch cause the Fresnel node is already there
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yeah i stumpled upon this some weeks ago, there are different workarouds like
blendswap.com/blend/19982 youtube.com/watch
missing of fresenel or facing as optin there is true but, I wonder: how to implement it to principled bsdf???
Any idear someone ?
Because it's basically the roughness you need to tweak with the "Layer Weight" node, (either Fresnel of Facing) and it's (for me) much clearer to deal with these nodes in front ... andalso you can plug some roughness maps together with it....
* @linus.hechinger * for the fresnel I did this change in my eeveeglass I don't know if it can be useful, but it worked well about the roughness pb I had. youtube.com/watch if not there is a way to separate things in this video maybe usefull in some case? youtube.com/watch ah you are chocufur I know you :)
and the emission...still my glass but I was surprised to discover the behavior of this in the principled and still not changed... youtube.com/watch