Difference between revisions of "Category:EnvironmentLighting"
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− | == Physically Based Rendering == | + | == Physically Based Rendering == |
− | * [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me] fxguide.com | + | * [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] Polycount forum thread |
+ | * [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me] on fxguide.com | ||
* [http://www.youtube.com/embed/LNwMJeWFr0U Physically Based Rendering for Artists] by Andrew Maximov | * [http://www.youtube.com/embed/LNwMJeWFr0U Physically Based Rendering for Artists] by Andrew Maximov | ||
+ | * Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps. | ||
+ | * Roughness is calculated in a specifically measured way and requires a 0-1 input only. Gloss can interpolate that input to a greater range where Roughness "shouldn't". | ||
+ | * Reflectance is again, a measured value for a material. there are plenty of sources online which you can get the measured reflective colours for various materials. typically speaking, most non-metals fall into a white 0.04 range, while metals (having no albedo and being pure reflection) have much higher, coloured reflectance. Specular is something that, along with gloss, artists have to fudge to get a pleasing look. | ||
+ | * Overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look. | ||
== Lighting Links == | == Lighting Links == |
Revision as of 16:42, 20 September 2013
Contents
Category Environment Lighting
Topics about lighting in games.
Physically Based Rendering
- Physically based rendering in games Polycount forum thread
- Game environments – Part A: rendering Remember Me on fxguide.com
- Physically Based Rendering for Artists by Andrew Maximov
- Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps.
- Roughness is calculated in a specifically measured way and requires a 0-1 input only. Gloss can interpolate that input to a greater range where Roughness "shouldn't".
- Reflectance is again, a measured value for a material. there are plenty of sources online which you can get the measured reflective colours for various materials. typically speaking, most non-metals fall into a white 0.04 range, while metals (having no albedo and being pure reflection) have much higher, coloured reflectance. Specular is something that, along with gloss, artists have to fudge to get a pleasing look.
- Overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
Lighting Links
Lighting Tutorials
- UDN Volumetric Light Beam Tutorial
- The Hows and Whys of Level Design - Lighting (excerpt) - by Sjoerd 'hourences' De Jong