Difference between revisions of "PBR"
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== Forum Threads == | == Forum Threads == | ||
+ | * [http://polycount.com/discussion/154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum | ||
+ | * [http://polycount.com/discussion/150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] - Polycount Forum | ||
* [http://polycount.com/discussion/148088/painting-srgb-linear-best-practices Painting sRGB/Linear, best practices] - Polycount Forum | * [http://polycount.com/discussion/148088/painting-srgb-linear-best-practices Painting sRGB/Linear, best practices] - Polycount Forum | ||
− | * [http:// | + | * [http://polycount.com/discussion/136390|PBR Physically Based Rendering Bible] - Polycount Forum |
− | + | * [http://polycount.com/discussion/132790 Tileable Dirt & Pebbles Texture] - a process for developing PBR textures - Polycount Forum | |
− | + | * [http://polycount.com/discussion/124934 UDK Physically Based Lighting!] - Polycount Forum | |
− | * [http:// | + | * [http://polycount.com/discussion/124683 Physically based rendering in games] - Polycount Forum |
− | * [http:// | + | * [http://polycount.com/discussion/123826 Ready at Dawn's Material system] - Polycount Forum |
− | * [http:// | + | * [http://polycount.com/discussion/89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] - Polycount Forum |
− | * [http:// | + | |
− | * [http:// | + | |
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[[Category:Rendering]] [[Category:Texturing]] [[Category:Glossary]] [[Category:Lighting]] | [[Category:Rendering]] [[Category:Texturing]] [[Category:Glossary]] [[Category:Lighting]] |
Revision as of 09:05, 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).
Tutorials
- PBR Guide by allegorithmic, The Theory of Physically Based Rendering, and Practical Guidelines for PBR Texturing
- Working with Physically-Based Shading: a Practical Approach in Unity 5
- Basic Theory of Physically-Based Rendering in Toolbag 2 by Marmoset
- Tutorial: Physically Based Rendering, And You Can Too! in Toolbag 2 by Marmoset
- Tutorial: PBR Texture Conversion in Toolbag 2 by Marmoset
- Physically Based Rendering in Substance - YouTube - PBR principles well explained
- Physically Based Texturing by Andrew 'd1ver' Maximov
- Physically Based Rendering for Artists by Andrew 'd1ver' Maximov
- Rendering Remember Me on fxguide.com
Forum Threads
- Why do things look darker when wet? Translate to PBR? - Polycount Forum
- Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring - Polycount Forum
- Painting sRGB/Linear, best practices - Polycount Forum
- Physically Based Rendering Bible - Polycount Forum
- 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