Difference between revisions of "PBR"

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(Marmoset links)
(BR Guide by allegorithmic)
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== Tutorials ==
 
== Tutorials ==
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* [https://www.allegorithmic.com/pbr-guide PBR Guide] by allegorithmic, The Theory of Physically Based Rendering, and Practical Guidelines for PBR Texturing
 
* [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://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.marmoset.co/toolbag/learn/pbr-theory Basic Theory of Physically-Based Rendering] in Toolbag 2 by Marmoset.
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* [http://www.marmoset.co/toolbag/learn/pbr-theory Basic Theory of Physically-Based Rendering] in Toolbag 2 by Marmoset
* [http://www.marmoset.co/toolbag/learn/pbr-practice Tutorial: Physically Based Rendering, And You Can Too!] in Toolbag 2 by Marmoset.
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* [http://www.marmoset.co/toolbag/learn/pbr-practice Tutorial: Physically Based Rendering, And You Can Too!] in Toolbag 2 by Marmoset
* [http://www.marmoset.co/toolbag/learn/pbr-conversion Tutorial: PBR Texture Conversion] in Toolbag 2 by Marmoset.
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* [http://www.marmoset.co/toolbag/learn/pbr-conversion Tutorial: PBR Texture Conversion] in Toolbag 2 by Marmoset
 
* [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 11:06, 16 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).

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