Difference between revisions of "PBR"

From polycount
Jump to: navigation, search
(Tutorials: SIGGRAPH Physically Based Shading)
(Tutorials)
Line 2: Line 2:
  
 
== Tutorials ==
 
== Tutorials ==
* [http://blog.selfshadow.com/ SIGGRAPH Physically Based Shading] presentations and papers from multiple years.
 
 
* [https://www.allegorithmic.com/pbr-guide PBR Guide] by allegorithmic, The Theory of Physically Based Rendering, and Practical Guidelines for PBR Texturing  
 
* [https://www.allegorithmic.com/pbr-guide PBR Guide] by allegorithmic, The Theory of Physically Based Rendering, 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

Revision as of 13:14, 31 December 2017

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

Forum Threads


Personal tools
Namespaces

Variants
Actions
Navigation
Tools