Difference between revisions of "PBR"
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EricChadwick (Talk | contribs) (Computer Color is Broken) |
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== Tutorials == | == Tutorials == | ||
+ | * [http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ Working with Physically-Based Shading: a Practical Approach] in Unity 5 | ||
* [http://www.polycount.com/forum/showthread.php?t=150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] | * [http://www.polycount.com/forum/showthread.php?t=150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] | ||
* [http://www.youtube.com/watch?v=LP7HgIMv4Qo Physically Based Rendering in Substance - YouTube] - PBR principles well explained | * [http://www.youtube.com/watch?v=LP7HgIMv4Qo Physically Based Rendering in Substance - YouTube] - PBR principles well explained |
Revision as of 08:14, 15 May 2015
PBR
Physically-Based Rendering (PBR) is an approach for materials and rendering that creates more accurate and predictable results than previous game rendering techniques, and works very well with dynamic lighting conditions (like time-of-day).
Tutorials
- Working with Physically-Based Shading: a Practical Approach in Unity 5
- Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring
- Physically Based Rendering in Substance - YouTube - PBR principles well explained
- Physically Based Rendering Bible - Polycount Forum
- Physically Based Texturing by Andrew 'd1ver' Maximov
- Physically Based Rendering for Artists by Andrew 'd1ver' Maximov
- Rendering Remember Me on fxguide.com
- Tileable Dirt & Pebbles Texture - a process for developing PBR textures - Polycount Forum
- UDK Physically Based Lighting! - Polycount Forum
- Physically based rendering in games - Polycount Forum
- Ready at Dawn's Material system - Polycount Forum
- TGA Physically Based Lighting CGFX Shader for Maya Viewport - Polycount Forum