Difference between revisions of "PBR"

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(Forum Threads: http://polycount.com/discussion/171689/pbr-the-problem-with-greyscale-metalness/p1)
(Physically Based Materials in Unreal Engine)
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== Tutorials ==
 
== Tutorials ==
 
* [https://www.allegorithmic.com/pbr-guide PBR Guide] by allegorithmic, The Theory of Physically Based Rendering, and Practical Guidelines for PBR Texturing  
 
* [https://www.allegorithmic.com/pbr-guide PBR Guide] by allegorithmic, The Theory of Physically Based Rendering, and Practical Guidelines for PBR Texturing  
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* [https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ Physically Based Materials] in Unreal Engine
 
* [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
 
* [http://www.marmoset.co/toolbag/learn/pbr-theory Basic Theory of Physically-Based Rendering] in Toolbag 2 by Marmoset

Revision as of 08:10, 6 November 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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