Difference between revisions of "PBR"

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(BR Guide by allegorithmic)
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= 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).
 
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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* [http://www.marmoset.co/toolbag/learn/pbr-practice Tutorial: Physically Based Rendering, And You Can Too!] in Toolbag 2 by Marmoset
 
* [http://www.marmoset.co/toolbag/learn/pbr-practice Tutorial: Physically Based Rendering, And You Can Too!] in Toolbag 2 by Marmoset
 
* [http://www.marmoset.co/toolbag/learn/pbr-conversion Tutorial: PBR Texture Conversion] in Toolbag 2 by Marmoset
 
* [http://www.marmoset.co/toolbag/learn/pbr-conversion Tutorial: PBR Texture Conversion] in Toolbag 2 by Marmoset
* [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
 
 
* [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
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== Forum Threads ==
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* [http://www.polycount.com/forum/showthread.php?t=154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum
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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] - Polycount Forum
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* [http://www.polycount.com/forum/showthread.php?t=136390|PBR Physically Based Rendering Bible] - Polycount Forum
 
* [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=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
 
* [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting!] - Polycount Forum

Revision as of 07:22, 19 June 2015

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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