![MeshPhysicalMaterial: clearcoat should not use underlying normal map · Issue #12867 · mrdoob/three.js · GitHub MeshPhysicalMaterial: clearcoat should not use underlying normal map · Issue #12867 · mrdoob/three.js · GitHub](https://user-images.githubusercontent.com/34477536/34761951-27405fa0-f5e6-11e7-94ed-3497c688c8c6.png)
MeshPhysicalMaterial: clearcoat should not use underlying normal map · Issue #12867 · mrdoob/three.js · GitHub
Diffeomorphic / import_daz / issues / #290 - So I could get all (base reflection with ior + clearcoat) for thin wall (refraction ior as 1.00) (#282) — Bitbucket
Danyl Bekhoucha sur Twitter : "Don't forget to always add Fresnel in the EEVEE engine in Blender 2.8 and Filmic color management when using .EXR HDRI maps https://t.co/Tk3EP2dzs6" / Twitter
![MeshPhysicalMaterial: clearcoat should not use underlying normal map · Issue #12867 · mrdoob/three.js · GitHub MeshPhysicalMaterial: clearcoat should not use underlying normal map · Issue #12867 · mrdoob/three.js · GitHub](https://user-images.githubusercontent.com/34477536/33886047-93613fd6-df45-11e7-9c71-9899927f5c03.png)
MeshPhysicalMaterial: clearcoat should not use underlying normal map · Issue #12867 · mrdoob/three.js · GitHub
![Principled BSDF - Why is Clearcoat added instead of mixed in? - Cycles Development - Blender Developer Talk Principled BSDF - Why is Clearcoat added instead of mixed in? - Cycles Development - Blender Developer Talk](https://devtalk.blender.org/uploads/default/original/2X/1/108b9388ab8fb2c68c35f09a573aaaec6e4b3948.jpeg)
Principled BSDF - Why is Clearcoat added instead of mixed in? - Cycles Development - Blender Developer Talk
![Looking for some tips from the physics pros on here - Lighting and Rendering - Blender Artists Community Looking for some tips from the physics pros on here - Lighting and Rendering - Blender Artists Community](https://blenderartists.org/uploads/default/original/4X/4/8/c/48c3eb4e49f9389b91ae5fbc7cba1cc898c1fe65.jpeg)