Difference between revisions of "PBR"

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(forum threads)
(Forum Threads: Painting sRGB/Linear, best practices)
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== Forum Threads ==
 
== Forum Threads ==
 +
* [http://polycount.com/discussion/148088/painting-srgb-linear-best-practices Painting sRGB/Linear, best practices] - Polycount Forum
 
* [http://www.polycount.com/forum/showthread.php?t=154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum
 
* [http://www.polycount.com/forum/showthread.php?t=154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum
 
* [http://www.polycount.com/forum/showthread.php?t=150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] - Polycount Forum
 
* [http://www.polycount.com/forum/showthread.php?t=150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] - Polycount Forum

Revision as of 09:03, 16 May 2016

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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