Difference between revisions of "PBR"

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* [http://polycount.com/discussion/154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum
 
* [http://polycount.com/discussion/154210 Why do things look darker when wet? Translate to PBR?] - Polycount Forum
 
* [http://polycount.com/discussion/150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring] - Polycount Forum
 
* [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
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* [http://polycount.com/discussion/148088 Painting sRGB/Linear, best practices] - Polycount Forum
* [http://polycount.com/discussion/136390|PBR Physically Based Rendering Bible] - Polycount Forum
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* [http://polycount.com/discussion/136390 PBR Physically Based Rendering Bible] - Polycount Forum
 
* [http://polycount.com/discussion/132790 Tileable Dirt & Pebbles Texture] - a process for developing PBR textures - Polycount Forum
 
* [http://polycount.com/discussion/132790 Tileable Dirt & Pebbles Texture] - a process for developing PBR textures - Polycount Forum
 
* [http://polycount.com/discussion/124934 UDK Physically Based Lighting!] - Polycount Forum
 
* [http://polycount.com/discussion/124934 UDK Physically Based Lighting!] - Polycount Forum

Revision as of 10:06, 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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