controlling reflectivity amount of a jit.gl.material

Deliverer's icon

I would like to get control of reflectivity amount of jit.gl.material.

If I connect a jit.gl.cubemap to the environment inlet of the jit.gl.material, 3D objects connected to this jit.gl.material will fully reflect the environment. Great!

Since it doesn't seem possible to directly control the reflectivity inside the jit.gl.material object (ok to tune diffuse or specular, but nothing regarding reflectivity…), I tried to modulate the texture coming out the jit.gl.cubemap with a divider inside a jit.gl.pix object: it doesn't work. Texture is made black.

And connecting a simple jit.gl.texture to the output of the the jit.gl.cubemap gives a strange result too: no more environment map, but a checkerboard…

Is that a bug? How to get control over the environment reflectivity of a 3D objects?

cubemap_to_texture.maxpat
Max Patch


TFL's icon

I would suggest to use [jit.gl.pbr] instead of [jit.gl.material], and play with its roughness and metalness attributes.

Deliverer's icon

Yes indeed, does the job! Thanks TFL.

but what I miss with jit.gl.pbr is the user friendly interface you have when opening jit.gl.material.

what a pity jit.gl.pbr doesn't offer such a visual interface!

TFL's icon

I admit this material UI is useful at the beginning to get a better understanding of the material attributes. But I personally always found it quite buggy and a bit weird sometimes when working with textures and multiple materials and ended up not using it at all.

Maybe there is no UI for jit.gl.pbr because there is less attributes as a big part of it is done through image/texture maps. But still, maybe I'll see if I can hack the current material UI and make it a pbr editor :)

Deliverer's icon

that would be a nice addition!