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| − | == Physically Based Rendering ==
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| − | * [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] Polycount forum thread
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| − | * [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting!] Polycount forum thread
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| − | * [http://www.polycount.com/forum/showthread.php?t=89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] Polycount forum thread
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| − | * [http://www.polycount.com/forum/showthread.php?t=123826 Ready at Dawn's Material system] Polycount forum thread
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| − | * [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me] on fxguide.com
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| − | * [http://www.youtube.com/embed/LNwMJeWFr0U Physically Based Rendering for Artists] by Andrew Maximov
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| − | * Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps.
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| − | * 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".
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| − | * 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.
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| − | * Overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
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| | == Lighting Links == | | == Lighting Links == |
| − | * [[AmbientOcclusionVertexColor]]
| + | * [[Category:Rendering]] |
| − | * [[Category:ConceptFundamentals#Painting_Fundamentals]] | + | |
| | * [[Category:Shaders]] | | * [[Category:Shaders]] |
| | * [[Model Presentation#Lighting]] | | * [[Model Presentation#Lighting]] |
| | + | * [[Category:ConceptFundamentals]]#Painting_Fundamentals |
| | + | * [[AmbientOcclusionVertexColor]] |
| | * [[SmoothingGroups]] | | * [[SmoothingGroups]] |
| | * [[VertexNormal]] | | * [[VertexNormal]] |
Topics about lighting in games.