Difference between revisions of "PBR"

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(Tutorials: dontnod)
(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] in Unity 5
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* [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://www.youtube.com/watch?v=LP7HgIMv4Qo Physically Based Rendering in Substance - YouTube] - PBR principles well explained
 
* [http://www.youtube.com/watch?v=LP7HgIMv4Qo Physically Based Rendering in Substance - YouTube] - PBR principles well explained
* [https://www.fxguide.com/fxfeatured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me – fxguide] Dontnod explains PBR, provides key color charts.
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* [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]
* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Rendering Remember Me] on fxguide.com
 
 
* [http://blog.selfshadow.com/publications/ 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.
 
* [https://doc.babylonjs.com/how_to/physically_based_rendering Babylon.JS - Start with Physically Based Rendering (PBR)]
 
* [https://doc.babylonjs.com/how_to/physically_based_rendering Babylon.JS - Start with Physically Based Rendering (PBR)]
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* [https://www.jeremyromanowski.com/blog/2015/11/20/lets-get-physical-part-1-of-3 Let's Get Physical: Part 1 of 3 — Jeremy Romanowski]
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== Color Charts ==
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* [https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ DONTNOD Physically based rendering chart for Unreal Engine 4] color charts for albedo, metalness, roughness, porosity.
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* [https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/ DONTNOD specular and glossiness chart] color charts for specular and roughness.
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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.
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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.
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* [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.
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* [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.
  
 
== Forum Threads ==
 
== Forum Threads ==

Latest revision as of 18:10, 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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