Difference between revisions of "PBR"

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(Computer Color is Broken)
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== Tutorials ==
 
== Tutorials ==
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* [http://www.polycount.com/forum/showthread.php?t=150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring]
 
* [http://www.youtube.com/watch?v=LP7HgIMv4Qo Physically Based Rendering in Substance - YouTube] - PBR principles well explained
 
* [http://www.youtube.com/watch?v=LP7HgIMv4Qo Physically Based Rendering in Substance - YouTube] - PBR principles well explained
* [http://www.polycount.com/forum/showthread.php?t=136390|PBR Physically Based Rendering Bible - Polycount Forum]
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* [http://www.polycount.com/forum/showthread.php?t=136390|PBR Physically Based Rendering Bible] - Polycount Forum
 
* [http://www.artisaverb.info/PBT.html Physically Based Texturing] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]
 
* [http://www.artisaverb.info/PBT.html Physically Based Texturing] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]
 
* [http://www.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]
 
* [http://www.artisaverb.info/PBR.html Physically Based Rendering for Artists] by [http://www.polycount.com/forum/member.php?u=20394 Andrew 'd1ver' Maximov]
 
* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Rendering Remember Me] on fxguide.com
 
* [http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ Rendering Remember Me] on fxguide.com
* [http://www.polycount.com/forum/showthread.php?t=132790 Tileable Dirt & Pebbles Texture - Polycount Forum] - a process for developing PBR textures
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* [http://www.polycount.com/forum/showthread.php?t=132790 Tileable Dirt & Pebbles Texture] - a process for developing PBR textures - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting! - Polycount Forum]
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* [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting!] - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games - Polycount Forum]
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* [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=123826 Ready at Dawn's Material system - Polycount Forum]
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* [http://www.polycount.com/forum/showthread.php?t=123826 Ready at Dawn's Material system] - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport - Polycount Forum]
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* [http://www.polycount.com/forum/showthread.php?t=89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] - Polycount Forum
  
 
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[[Category:Rendering]] [[Category:Texturing]] [[Category:Glossary]] [[Category:Lighting]]
 
[[Category:Rendering]] [[Category:Texturing]] [[Category:Glossary]] [[Category:Lighting]]

Revision as of 14:09, 29 March 2015

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).

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