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Installed prerequisites per instructions without issue. Example sphere loads as a wireframe instead of a textured model, console reads "Error: Material uses unknown shader 'PBR'", which means there's something obviously not working.
anyway since this is abandoned (which everyone knew) for anyone waiting for SSS to be added that won't happen
With respect I'm not totally sure how someone would write a guide for you specifically.
You asked whether a yes or no question (is it a model) should be answered with a Floating Point number (4294967296 or more possible answers), an Integer (65536 or more possible answers) or a Boolean (2 possible answers of Yes or No).
This is in addition to $model being a Valve made parameter. It is not unique to the PBR shader so you aren't even complaining to the right people.
Genuinely how is anyone supposed to respond to this without insulting your intelligence?
this guide is very incomplete and brief. simple as. how else do you explain that the script straight up does not work for so many people? it's perfectly normal and valid to be asking questions. Some of the comments here come across as people acting superior for getting a difficult script to work, and I am sure that this is not the case, but would it hurt to just be a bit more patient?
Also it's very obvious that all of the parameters are meant for VMTs since PBR is like any other shader within the Source engine. All models using PBR have functioned just fine on my end.
$model is a 22 year old vmt parameter used for shaders that are shared between maps and models. It tells the engine whether it's a model or not.
glad we got dem ipadkids.
instructions are clear as fug, no problem just remember to have $model 1 if the model turns invisible,,, :)
hope we see more from you, be strong my dude!
Ah thanks, that does make sense now with what I'm seeing in my tests. If I crank up the SSAO factor to like 10 or 20 you can start to see something but it still looks odd. I've found if you Show AO" in the viewport it all shows up as normal so I guess a work-around for now is to just render the AO as a separate pass and composite it back on top.
It does it's just extremely dim for some reason. Fraction of a percent dim. Only meaningfully affects $envmap. I think they have it setup to only interact with the AO texture which also only affects $envmap. Very strange.
Should probably get tweaked to encompass everything except emissives and be controlled per light as VertexLitGeneric allows.
the shader is running properly, i did a few test renders to make sure, so i'm not sure what it is.
Did I miss something when porting the model?(I used the fbx model from sketchfab)
I did write $model 1 in the first place. That's the reason I'm wondering why it didn't work.
Did you forget $model 1? Shaders that both mapbrush and models can use need this defined.
The console just shows "model does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer"
What might be the cause?