{"action":"created","issue":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/7392","labels_url":"https://api.github.com/repos/mrdoob/three.js/issues/7392/labels{/name}","comments_url":"https://api.github.com/repos/mrdoob/three.js/issues/7392/comments","events_url":"https://api.github.com/repos/mrdoob/three.js/issues/7392/events","html_url":"https://github.com/mrdoob/three.js/pull/7392","id":112609527,"number":7392,"title":"simple material variations for phong and physical.","user":{"login":"bhouston","id":588541,"avatar_url":"https://avatars.githubusercontent.com/u/588541?v=3","gravatar_id":"","url":"https://api.github.com/users/bhouston","html_url":"https://github.com/bhouston","followers_url":"https://api.github.com/users/bhouston/followers","following_url":"https://api.github.com/users/bhouston/following{/other_user}","gists_url":"https://api.github.com/users/bhouston/gists{/gist_id}","starred_url":"https://api.github.com/users/bhouston/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/bhouston/subscriptions","organizations_url":"https://api.github.com/users/bhouston/orgs","repos_url":"https://api.github.com/users/bhouston/repos","events_url":"https://api.github.com/users/bhouston/events{/privacy}","received_events_url":"https://api.github.com/users/bhouston/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":1,"created_at":"2015-10-21T15:00:36Z","updated_at":"2015-10-21T15:05:39Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/mrdoob/three.js/pulls/7392","html_url":"https://github.com/mrdoob/three.js/pull/7392","diff_url":"https://github.com/mrdoob/three.js/pull/7392.diff","patch_url":"https://github.com/mrdoob/three.js/pull/7392.patch"},"body":"This is to help ensure correctness as we modify BRDFs and other things.\r\n\r\nThe two main variations are for phong and physical.\r\n\r\nOne thing but I notice is that MeshPhysicalMaterial, when metalness = 1, should multiply the Fresnel effect with the base color, and it isn't..  Thus there is a mix missing.  I'll submit that as a separate PR."},"comment":{"url":"https://api.github.com/repos/mrdoob/three.js/issues/comments/149925801","html_url":"https://github.com/mrdoob/three.js/pull/7392#issuecomment-149925801","issue_url":"https://api.github.com/repos/mrdoob/three.js/issues/7392","id":149925801,"user":{"login":"bhouston","id":588541,"avatar_url":"https://avatars.githubusercontent.com/u/588541?v=3","gravatar_id":"","url":"https://api.github.com/users/bhouston","html_url":"https://github.com/bhouston","followers_url":"https://api.github.com/users/bhouston/followers","following_url":"https://api.github.com/users/bhouston/following{/other_user}","gists_url":"https://api.github.com/users/bhouston/gists{/gist_id}","starred_url":"https://api.github.com/users/bhouston/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/bhouston/subscriptions","organizations_url":"https://api.github.com/users/bhouston/orgs","repos_url":"https://api.github.com/users/bhouston/repos","events_url":"https://api.github.com/users/bhouston/events{/privacy}","received_events_url":"https://api.github.com/users/bhouston/received_events","type":"User","site_admin":false},"created_at":"2015-10-21T15:05:39Z","updated_at":"2015-10-21T15:05:39Z","body":"Here are the two examples:\r\n\r\nhttp://ci.threejs.org/api/pullrequests/7392/examples/webgl_materials_phong_variations.html\r\nhttp://ci.threejs.org/api/pullrequests/7392/examples/webgl_materials_physical_variations.html\r\n\r\nThese are inspired by the standard variation images that everyone has showing what metalness and roughness do:\r\n\r\nhttps://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html\r\n"}}