Difference between revisions of "PBR"

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(Physically Based Rendering in Substance - YouTube)
([PBR] Physically Based Rendering Bible - Polycount Forum, summary)
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= PBR =
 
= PBR =
Physically-Based Rendering
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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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* Albedo is pure colour, no lighting information baked in like we used to do with diffuse maps.
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* Roughness is calculated in a specifically measured way and requires a 0-1 input only. Gloss can interpolate that input to a greater range where Roughness "shouldn't".
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* Reflectance is again, a measured value for a material. there are plenty of sources online which you can get the measured reflective colours for various materials. typically speaking, most non-metals fall into a white 0.04 range, while metals (having no albedo and being pure reflection) have much higher, coloured reflectance. Specular is something that, along with gloss, artists have to fudge to get a pleasing look.
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* Overall, PBR is more about measured results rather than mixing in 3 different maps in different proportions to achieve a look.
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== Tutorials ==
 
== Tutorials ==
 
* [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
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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]

Revision as of 09:56, 26 June 2014

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).

Tutorials


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