Difference between revisions of "PBR"
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* [http://technicalartadventures.blogspot.com/2015/04/pbr-albedo-cheat-sheet.html Technical Art Adventures: PBR - Albedo Cheat Sheet] albedo color chart in Linear vs. sRGB. | * [http://technicalartadventures.blogspot.com/2015/04/pbr-albedo-cheat-sheet.html Technical Art Adventures: PBR - Albedo Cheat Sheet] albedo color chart in Linear vs. sRGB. | ||
* [https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html Unity - Manual : Material charts] color charts for albedo, metalness, roughness, specular, and smoothness. | * [https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html Unity - Manual : Material charts] color charts for albedo, metalness, roughness, specular, and smoothness. | ||
− | * [https://www.fxguide.com/fxfeatured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me – fxguide] | + | * [https://google.github.io/filament/Filament.md.html#materialsystem/parameterization/craftingphysicallybasedmaterials Physically Based Rendering in Filament: Crafting physically based materials] color charts for albedo, metalness, roughness, specular, clear coat, clear coat roughness, and anisotropy. |
+ | * [https://www.fxguide.com/fxfeatured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me – fxguide] explains PBR in their game Remember Me. | ||
* [http://www.artisaverb.info/PBT.html Physically Based Texturing] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov] | * [http://www.artisaverb.info/PBT.html Physically Based Texturing] 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.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov] |
Revision as of 09:40, 28 October 2019
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
- Physically Based Rendering, And You Can Too! in Toolbag 2 by Marmoset
- Basic Theory of Physically-Based Rendering in Toolbag 2 by Marmoset
- PBR Texture Conversion in Toolbag 2 by Marmoset
- 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 for Unity.
- Physically Based Rendering in Substance - YouTube - PBR principles well explained
- DONTNOD Physically based rendering chart for Unreal Engine 4 color charts for albedo, metalness, roughness, porosity.
- DONTNOD specular and glossiness chart color charts for specular and roughness.
- Technical Art Adventures: PBR - Albedo Cheat Sheet albedo color chart in Linear vs. sRGB.
- Unity - Manual : Material charts color charts for albedo, metalness, roughness, specular, and smoothness.
- Physically Based Rendering in Filament: Crafting physically based materials color charts for albedo, metalness, roughness, specular, clear coat, clear coat roughness, and anisotropy.
- Game environments – Part A: rendering Remember Me – fxguide explains PBR in their game Remember Me.
- 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.
- Babylon.JS - Start with Physically Based Rendering (PBR)
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