DEBUG PBR

The Different PBR Options From The Options Menu

This option permits you to view the different PBR channels used in the generation of the terrain and other assets. This will be set to Disabled by default so that things are rendered as normally, however you can select any of the options listed below to render the different texture components of the scene so you can debug them individually.

 

 

Albedo

Selecting this will highlight any issues with the albedo texture from the materials in the scene:

PBR Debug Albedo OptionIn this view, textures will flash one of the following colours to indicate a potential issue:

  • Red: too dark (dielectric)
  • Bluetoo bright (dielectric)
  • Magentatoo dark (metal)

 

 

Metal

When you select this option, the scene will render the "metalness" channel of the materials in the scene for you to debug:

PBR Debug Metalness Option

 

 

Roughness 

When you select this option, the scene will render the "roughness" channel of the materials in the scene for you to debug:

PBR Debug Roughness Option

 

Radiance (srgb, exposure applied)

This view will show up any emissive elements that are present in the scene currently being rendered.

PBR Debug Radiance Option

 

 

AO (Ambient Occlusion)

When this is selected the simulation will render those elements that have ambient occlusion baked into them.

PBR Debug Ambient Occlusion OptionIf you see any areas in the image that are flashing green, then these areas have an AO of zero and light shouldn't be able to reach the area (meaning you shouldn't be able to see it).

 

 

Normals (World)

Selecting this option will render the normal map for all the materials used, not just in your aircraft, but for the world around:

PBR Debug Normals Option

 

 

NdotL

With this option you can get the scene to render the diffuse lighting based on the materials being used:

PBR Debug NdotL Option

 

Depth

When enabled, this option permits you to see the depth buffer for the scene, where lighter objects are further away from the camera, and darker objects are closer to the camera:

PBR Debug Depth Option

 

 

Velocity

Enabling this option shows the current velocity buffer used for temporal anti-aliasing.

PBR Debug Velocity Option