Difference between revisions of "PBR"

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(Tutorials: Let's Get Physical: Part 1 of 3 — Jeremy Romanowski)
(Tutorials: Adobe PBR)
 
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* [https://marmoset.co/posts/basic-theory-of-physically-based-rendering/ Basic Theory of Physically-Based Rendering] in Toolbag 2 by Marmoset
 
* [https://marmoset.co/posts/basic-theory-of-physically-based-rendering/ Basic Theory of Physically-Based Rendering] in Toolbag 2 by Marmoset
 
* [https://marmoset.co/posts/pbr-texture-conversion/ PBR Texture Conversion] in Toolbag 2 by Marmoset
 
* [https://marmoset.co/posts/pbr-texture-conversion/ PBR Texture Conversion] in Toolbag 2 by Marmoset
* [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://academy.substance3d.com/courses/pbrguides PBR Guides] by Adobe. Light and Matter : The theory of Physically-Based Rendering and Shading, and Practical Guidelines for PBR Texturing.
 
* [https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ Physically Based Materials] in Unreal Engine
 
* [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] for Unity.
 
* [http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ Working with Physically-Based Shading: a Practical Approach] for Unity.
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* [https://technicalartadventures.blogspot.com/2015/04/pbr-spec-cheat-sheet.html Technical Art Adventures: PBR - Spec Cheat Sheet] specular color chart in IOR vs. Linear vs. sRGB.
 
* [https://technicalartadventures.blogspot.com/2015/04/pbr-spec-cheat-sheet.html Technical Art Adventures: PBR - Spec Cheat Sheet] specular color chart in IOR vs. 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.
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* [https://docs.unity3d.com/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf Unity Expert Guides - Materials authoring guidelines 1 : dark dielectric materials] proof that the darkest albedo is around 30 sRGB.
 
* [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://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.
  

Latest revision as of 17:10, 4 December 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).

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