Difference between revisions of "Category:EnvironmentLighting"
From polycount
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== Physically Based Rendering == | == Physically Based Rendering == | ||
* [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] Polycount forum thread | * [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] Polycount forum thread | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting!] Polycount forum thread | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] Polycount forum thread | ||
+ | * [http://www.polycount.com/forum/showthread.php?t=123826 Ready at Dawn's Material system] Polycount forum thread | ||
* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me] on fxguide.com | * [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me] on fxguide.com | ||
* [http://www.youtube.com/embed/LNwMJeWFr0U Physically Based Rendering for Artists] by Andrew Maximov | * [http://www.youtube.com/embed/LNwMJeWFr0U Physically Based Rendering for Artists] by Andrew Maximov |
Revision as of 17:02, 20 September 2013
Contents
Category Environment Lighting
Topics about lighting in games.
Physically Based Rendering
- Physically based rendering in games Polycount forum thread
- UDK Physically Based Lighting! Polycount forum thread
- TGA Physically Based Lighting CGFX Shader for Maya Viewport Polycount forum thread
- Ready at Dawn's Material system Polycount forum thread
- Game environments – Part A: rendering Remember Me on fxguide.com
- Physically Based Rendering for Artists by Andrew Maximov
- Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps.
- Roughness is calculated in a specifically measured way and requires a 0-1 input only. Gloss can interpolate that input to a greater range where Roughness "shouldn't".
- Reflectance is again, a measured value for a material. there are plenty of sources online which you can get the measured reflective colours for various materials. typically speaking, most non-metals fall into a white 0.04 range, while metals (having no albedo and being pure reflection) have much higher, coloured reflectance. Specular is something that, along with gloss, artists have to fudge to get a pleasing look.
- Overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
Lighting Links
Lighting Tutorials
- UDN Volumetric Light Beam Tutorial
- The Hows and Whys of Level Design - Lighting (excerpt) - by Sjoerd 'hourences' De Jong