He was not the first and likely to be not the last from whom I’ve heard about it. Different artists word it differently. Over bright-specular at an angle, wax-like appearance, white sheen, plastic look.
Maybe. Or maybe not. In view of a sentence above, I’d lean towards the latter. I do not have any issues with UE4. In fact, the matter is not specific to UE4.
Nope, I am referencing to visibility term and associated issues with using it on pre-integrated data. But the nature of complication, in response to which it was introduced in vray and then in the other renderes, is the same.
I would not doubt your experience for a split second, but glossy fresnel, as you know it, is not present in UE4. And it should not be there in the form familiar to you know from offline renderers.
If you ramp up and isolate spec IBL contribution high enough, you will see it on a rough sphere.
https://i.gyazo.com/5e84fb0e252cf1ed341d24b888c968a5.png
I claim only that indirect specular contribution for rough surfaces deviates from expectations and that it plays a role in artists complaining about it occasionally. The issue is not with specific implementation or engine, but theory behind it and I am not basing that on personal experience or, in fact, anything subjective.
The way I am doing it certainly breaks things.Dampening fresnel for indirect spec is a patchup without any theory behind it in response to artistic issues.
It does.