Difference between revisions of "Category:EnvironmentLighting"

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= Category Environment Lighting =
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<!-- #REDIRECT [[Category:Lighting]] -->
Topics about lighting in games.
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== Physically Based Rendering ==
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* [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] Polycount forum thread
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* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me] on fxguide.com
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* [http://www.youtube.com/embed/LNwMJeWFr0U Physically Based Rendering for Artists] by Andrew Maximov
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* Albedo is pure colour, no lighting information baked in like we do currently with diffuse maps.
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* 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".
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* 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.
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* Overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
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== Lighting Links ==
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* [[AmbientOcclusionVertexColor]]
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* [[Category:ConceptFundamentals#Painting_Fundamentals]]
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* [[Category:Shaders]]
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* [[Model Presentation#Lighting]]
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* [[SmoothingGroups]]
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* [[VertexNormal]]
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== Lighting Tutorials ==
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* [http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html UDN Volumetric Light Beam Tutorial]
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* [http://www.scribd.com/doc/4063526/Pages-From-TheHowsAndWhysOfLevelDesignSE-Lighting The Hows and Whys of Level Design - Lighting] (excerpt) - by ''[http://www.hourences.com Sjoerd 'hourences' De Jong]''
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== Pages in This Category ==
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[[Category:Environment]]
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Latest revision as of 04:37, 29 July 2014


Pages in category "EnvironmentLighting"

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