PBR
From polycount
Revision as of 08:48, 26 June 2014 by EricChadwick (Talk)
PBR
Physically-Based Rendering
- Albedo is pure colour, no lighting information baked in like we used to do 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.
Tutorials
- Physically Based Rendering in Substance - YouTube - PBR principles well explained
- Physically Based Texturing by Andrew 'd1ver' Maximov
- Physically Based Rendering for Artists by Andrew 'd1ver' Maximov
- Rendering Remember Me on fxguide.com
- Tileable Dirt & Pebbles Texture - Polycount Forum - a process for developing PBR textures
- UDK Physically Based Lighting! - Polycount Forum
- Physically based rendering in games - Polycount Forum
- Ready at Dawn's Material system - Polycount Forum
- TGA Physically Based Lighting CGFX Shader for Maya Viewport - Polycount Forum