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constant shader for PBR ?


chang

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I assumed the output of BSDF of "constant" lighting model would simply build a constant shader for PBR.

And a connection of BSDFs between lighting model and shader output just didn't work for me.

Is there any trick I should follow?

Thanks in advance.

try the surface model, see attachment

jason

meantToBeConstant_v02.hipnc

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