Difference between revisions of "PBR"

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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).
  
 
== Tutorials ==
 
== Tutorials ==
* [http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ Working with Physically-Based Shading: a Practical Approach] in Unity 5
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* [https://marmoset.co/posts/physically-based-rendering-and-you-can-too/ Physically Based Rendering, And You Can Too!] in Toolbag 2 by Marmoset
* [http://www.marmoset.co/toolbag/learn/pbr-theory Basic Theory of Physically-Based Rendering] in Toolbag 2 by Marmoset.
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* [https://marmoset.co/posts/basic-theory-of-physically-based-rendering/ Basic Theory of Physically-Based Rendering] 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.
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* [https://marmoset.co/posts/pbr-texture-conversion/ 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.
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* [https://academy.substance3d.com/courses/pbrguides PBR Guides] by Adobe. Light and Matter : The theory of Physically-Based Rendering and Shading, and Practical Guidelines for PBR Texturing.
* [http://www.polycount.com/forum/showthread.php?t=150550 Computer Color is Broken - a short video on colors, displays, Photoshop, and blurring]
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* [https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ Physically Based Materials] in Unreal Engine
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* [http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/ Working with Physically-Based Shading: a Practical Approach] for Unity.
 
* [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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* [https://www.fxguide.com/fxfeatured/game-environments-parta-remember-me-rendering/ Game environments – Part A: rendering Remember Me – fxguide] explains PBR in their game Remember Me.
 
* [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
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* [http://blog.selfshadow.com/publications/ SIGGRAPH Physically Based Shading] presentations and papers from multiple years.
* [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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* [https://doc.babylonjs.com/how_to/physically_based_rendering Babylon.JS - Start with Physically Based Rendering (PBR)]
* [http://www.polycount.com/forum/showthread.php?t=124934 UDK Physically Based Lighting!] - Polycount Forum
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* [https://www.jeremyromanowski.com/blog/2015/11/20/lets-get-physical-part-1-of-3 Let's Get Physical: Part 1 of 3 — Jeremy Romanowski]
* [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=123826 Ready at Dawn's Material system] - Polycount Forum
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== Color Charts ==
* [http://www.polycount.com/forum/showthread.php?t=89658 TGA Physically Based Lighting CGFX Shader for Maya Viewport] - Polycount Forum
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* [https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/ DONTNOD Physically based rendering chart for Unreal Engine 4] color charts for albedo, metalness, roughness, porosity.
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* [https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/ DONTNOD specular and glossiness chart] color charts for specular and roughness.
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* [http://technicalartadventures.blogspot.com/2015/04/pbr-albedo-cheat-sheet.html Technical Art Adventures: PBR - Albedo Cheat Sheet] albedo color chart in Linear vs. sRGB.
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* [https://technicalartadventures.blogspot.com/2015/04/pbr-spec-cheat-sheet.html Technical Art Adventures: PBR - Spec Cheat Sheet] specular color chart in IOR vs. Linear vs. sRGB.
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* [https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html Unity - Manual : Material charts] color charts for albedo, metalness, roughness, specular, and smoothness.
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* [https://docs.unity3d.com/uploads/ExpertGuides/Dark_Dielectric_Materials.pdf Unity Expert Guides - Materials authoring guidelines 1 : dark dielectric materials] proof that the darkest albedo is around 30 sRGB.
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* [https://google.github.io/filament/Filament.md.html#materialsystem/parameterization/craftingphysicallybasedmaterials Physically Based Rendering in Filament: Crafting physically based materials] color charts for albedo, metalness, roughness, specular, clear coat, clear coat roughness, and anisotropy.
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== Forum Threads ==
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* [http://polycount.com/discussion/179556/poll-metalness-or-specular-reflectance-pbr Poll: Metalness or Specular Reflectance (PBR)] - Polycount Forum
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* [http://polycount.com/discussion/171689 PBR: The Problem with Greyscale Metalness] - Polycount Forum
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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
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* [http://polycount.com/discussion/148088 Painting sRGB/Linear, best practices] - Polycount Forum
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* [http://polycount.com/discussion/136390 PBR Physically Based Rendering Bible] - Polycount Forum
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* [http://polycount.com/discussion/132790 Tileable Dirt & Pebbles Texture] - a process for developing PBR textures - Polycount Forum
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* [http://polycount.com/discussion/124934 UDK Physically Based Lighting!] - Polycount Forum
 +
* [http://polycount.com/discussion/124683 Physically based rendering in games] - Polycount Forum
 +
* [http://polycount.com/discussion/123826 Ready at Dawn's Material system] - Polycount Forum
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* [http://polycount.com/discussion/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]]

Latest revision as of 18:10, 4 December 2019

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).

Tutorials

Color Charts

Forum Threads


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