PBR
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Revision as of 11:06, 16 May 2015 by EricChadwick (Talk | contribs)
PBR
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
- PBR Guide by allegorithmic, The Theory of Physically Based Rendering, and Practical Guidelines for PBR Texturing
- Working with Physically-Based Shading: a Practical Approach in Unity 5
- Basic Theory of Physically-Based Rendering in Toolbag 2 by Marmoset
- Tutorial: Physically Based Rendering, And You Can Too! in Toolbag 2 by Marmoset
- Tutorial: PBR Texture Conversion in Toolbag 2 by Marmoset
- Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring
- Physically Based Rendering in Substance - YouTube - PBR principles well explained
- Physically Based Rendering Bible - Polycount Forum
- 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 - a process for developing PBR textures - Polycount Forum
- 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