Difference between revisions of "Category:EnvironmentLighting"

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(more PBR threads)
(Physically Based Rendering moved to CategoryRendering)
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== Physically Based Rendering ==
 
* [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] Polycount forum thread
 
* [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting!] Polycount forum thread
 
* [http://www.polycount.com/forum/showthread.php?t=89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] Polycount forum thread
 
* [http://www.polycount.com/forum/showthread.php?t=123826 Ready at Dawn's Material system] 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
 
* 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 ==
* [[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]]

Revision as of 10:37, 21 September 2013

Category Environment Lighting

Topics about lighting in games.


Lighting Links

Lighting Tutorials

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Pages in category "EnvironmentLighting"

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