Difference between revisions of "PBR"
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* [http://www.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov] | * [http://www.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov] | ||
* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Rendering Remember Me] on fxguide.com | * [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Rendering Remember Me] on fxguide.com | ||
− | * [http://blog.selfshadow.com/ SIGGRAPH Physically Based Shading] presentations and papers from multiple years. | + | * [http://blog.selfshadow.com/publications/ SIGGRAPH Physically Based Shading] presentations and papers from multiple years. |
== Forum Threads == | == Forum Threads == |
Revision as of 13:16, 31 December 2017
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
- Physically Based Materials in Unreal Engine
- 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
- SIGGRAPH Physically Based Shading presentations and papers from multiple years.
Forum Threads
- Poll: Metalness or Specular Reflectance (PBR) - Polycount Forum
- PBR: The Problem with Greyscale Metalness - Polycount Forum
- 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
- PBR 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