At the moment there is another problem: simplepbr does not support the metallicity of the material parameter. Therefore, all surfaces will be black.
Although reading this thread, you can see that this has been implemented, but nowhere is it indicated how to install lighting based on the images. Logically, you can install a pre-rendered map. However, this question can be answered by @Moguri
It would be nice if you would create a minal example of the model for demonstration. Or additionally provided a screenshot of the nodes for the car body material.
IBL support is still new (master branch, no release with it yet), and I’d like to write some docs/examples for it. The gist of it is set env_map (e.g., as a keyword to init()) to a string or panda3d.core.Filename that is a path to a set of cubemap images as described here: Cube Maps — Panda3D Manual
For information, here are the traces of execution:
“C:\Program Files\Panda3D-1.10.13-x64\python\python.exe” D:\Workspace\Python\200SX\main.py
Known pipe types:
(all display modules loaded.)
AL lib: (EE) ALCwasapiPlayback_resetProxy: Audio client returned buffer_len < period*2; expect break up
:display:gsg:glgsg(error): An error occurred while compiling GLSL fragment shader pbr:
pbr(205) : error C7616: global function shadow2DProj is removed after version 140
pbr(240) : error C7616: global function textureCubeLod is removed after version 140
pbr(261) : warning C7533: global variable gl_FragColor is deprecated after version 120
tonemap(40) : warning C7533: global variable gl_FragColor is deprecated after version 120
:display:gsg:glgsg(warning): Shader tonemap produced the following warnings:
0(40) : warning C7533: global variable gl_FragColor is deprecated after version 120
Why does the black sphere still have some reflections on it? This is the same for the car’s tyres. I played a lot with Blender materials parameters (roughness to 1, specular to 0, …) but did not succeed in getting the pure mate material, any ideas?
Regarding question #2
I tried passing 5 PNG images to simplepbr as suggested in the manual (Cube Maps):
This post got me to do some digging into the IBL code for simplepbr, and found some errors that I cleaned up and pushed to the master branch. A fully metallic and fully rough material still doesn’t look quite right (the reflection is still too visible for a fully rough material).