Difference between revisions of "PBR"

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(Physically Based Materials in Unreal Engine)
(179556/poll-metalness-or-specular-reflectance-pbr)
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== Forum Threads ==
 
== Forum Threads ==
 +
* [http://polycount.com/discussion/179556/poll-metalness-or-specular-reflectance-pbr Poll: Metalness or Specular Reflectance (PBR)] - Polycount Forum
 
* [http://polycount.com/discussion/171689 PBR: The Problem with Greyscale Metalness] - Polycount Forum
 
* [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

Revision as of 12:35, 9 November 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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