I have been following LearnOpenGL.com's tutorials on PBR. Everything makes sense and I wrote up a shader for my physically based renderer.
I noticed that the results look great, however all of my metal objects have such a strong specular on the edges thanks to my Fresnel calculation, and it is producing specular aliasing.
I can't seem to figure out why, or how to fix this. I also uploaded a simplified version of my PBR fragment shader. If someone could take a look, I would really appreciate it.
Simplified PBR fragment shader: https://textuploader.com/dv3h1
Here is the tutorial I am following: https://learnopengl.com/PBR/Lighting It doesn't seem to have any of these specular aliasing issues.
max(1e-5, something). I actually implemented this tutorial some time ago and did some corrections. $\endgroup$