Difference between revisions of "PBR"

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(Forum Threads: links fixed)
(Forum Threads: http://polycount.com/discussion/171689/pbr-the-problem-with-greyscale-metalness/p1)
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== Forum Threads ==
 
== Forum Threads ==
 +
* [http://polycount.com/discussion/171689 PBR: The Problem with Greyscale Metalness] - Polycount Forum
 
* [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

Revision as of 10:00, 5 September 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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