Difference between revisions of "PBR"

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(Forum Threads: Painting sRGB/Linear, best practices)
(Forum Threads: converting old links)
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== Forum Threads ==
 
== Forum Threads ==
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* [http://polycount.com/discussion/154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum
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* [http://polycount.com/discussion/150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] - Polycount Forum
 
* [http://polycount.com/discussion/148088/painting-srgb-linear-best-practices Painting sRGB/Linear, best practices] - Polycount Forum
 
* [http://polycount.com/discussion/148088/painting-srgb-linear-best-practices Painting sRGB/Linear, best practices] - Polycount Forum
* [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://polycount.com/discussion/136390|PBR Physically Based Rendering Bible] - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] - Polycount Forum
+
* [http://polycount.com/discussion/132790 Tileable Dirt & Pebbles Texture] - a process for developing PBR textures - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=136390|PBR Physically Based Rendering Bible] - Polycount Forum
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* [http://polycount.com/discussion/124934 UDK Physically Based Lighting!] - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=132790 Tileable Dirt & Pebbles Texture] - a process for developing PBR textures - Polycount Forum
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* [http://polycount.com/discussion/124683 Physically based rendering in games] - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting!] - Polycount Forum
+
* [http://polycount.com/discussion/123826 Ready at Dawn's Material system] - Polycount Forum
* [http://www.polycount.com/forum/showthread.php?t=124683 Physically based rendering in games] - Polycount Forum
+
* [http://polycount.com/discussion/89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] - Polycount Forum
* [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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[[Category:Rendering]] [[Category:Texturing]] [[Category:Glossary]] [[Category:Lighting]]
 
[[Category:Rendering]] [[Category:Texturing]] [[Category:Glossary]] [[Category:Lighting]]

Revision as of 10:05, 16 May 2016

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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