It's pretty bad too, in fact, the original Vray script from Quixel guys only used 50RGB on specular (definitely not PBR) to "fix" that. I honestly don't get it, Vray guys tweaked GGX twice, and even kept the ridiculous halo because "some artists liked it for fabrics".
The fallof "fix" I imagine is manually fitting the curve for every roughness, that is no solution to anything.
« Last Edit: 2016-08-25, 00:55:11 by Juraj_Talcik »
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