I understand from the paper of unreal that it’s the combination of 3 factor D, F and G.
That give the screenshot I gave, but the result is not correct.
Another question is, PI is really needed in lighting equation ? and why ?
I want to understand because physical material is the new way of doing, phong is out.
EDIT:
I’ve tried the Schlick equation using as specular color :
but on this screen :
The white part is not visible, I don’t understand why.
EDIT2:
OK, looks ok about roughness I understand now, the Schlick equation is not easy but give very good result.
The only thing now I don’t understand is the calcule of specular on the lighting and metallic to give this special color.