Difference between revisions of "Category:EnvironmentLighting"

From polycount
Jump to: navigation, search
(Physically Based Rendering)
(more Physically Based Rendering)
Line 5: Line 5:
  
  
== 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 17:42, 20 September 2013

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

Pages in This Category

Pages in category "EnvironmentLighting"

This category contains only the following page.

Personal tools
Namespaces

Variants
Actions
Navigation
Tools