With the introduction of Physically Based Shading (PBS) to CRYENGINE, it is important to adhere to how we configure our materials & textures to get the correct look & feel from every surface in the game.
To assist you during this process we have developed a set of debug views to investigate how your materials & textures are setup.
This CVar has 9 modes that cover the specifics of the PBS render to ensure that you are configuring everything correctly.
|An overview of the PBS material setup can be found HERE for reference.|
Off, normal view mode.
Shows the world space normals of all assets in the scene.
This debug view shows how rough or glossy surfaces are. Note how the reflective sphere in the scene is pure white.
White = glossy, Black = rough
This represents the Specular color of the material.
Only materials using the Standard Lighting Model support colored reflectance. Materials with Transmittance or POM Self-shadowing, as well as Decals, just store monochrome surface reflectance.
This shows the albedo of surfaces which was previously known as diffuse map.
Grey - Standard, Yellow - Transmittance, Blue - POM Self shadowing
The Vegetation & HumanSkin shaders have the Transmittance properties active by default.
Shows the translucency values set on assets in the scene. (Black = none).
This is controlled through the Transmittance color set in the materials shader params.
Sun Self Shadowing
Displays the self-shadowing of material that use Offset Bump mapping or Parallax Occlusion Mapping
Displays in red and yellow, any asset that uses SSS. The brighter the color, the higher the SSS index.
The SSS index can be set in Illum and the HumanSkin shader.
This view helps you understand if your specular color is reasonable range.