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Latest pbr Activity

Changes to my BRDF calculations

Aressera said:
Here is a real picture of water to illustrate the correct behavior.

Yes, I've spent a fair amount of time studying why we see the stretched specular reflections on a sunset over water and I understand the reasons why it happens.  I just hadn't considered that the microfacet calcs …

3,838 views
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I have some 3D models of food and animals that I need to make for various games. However, I am wondering how I will be able to use textures. I have Adobe Substance and Creative Cloud, but I don't know how to acquire images to use for textures without having to take close-up photos of things. I know…

3,227 views
How to make blurry reflections without using LODs?

“IBL” just means you're getting lighting from an image. Any method for sampling lighting from an image is IBL, what the OP is doing here definitely qualifies. There are of course many other options for implementing IBL, such as pre-filtered cubemaps and other related techniques.

If your image has sm…

13,904 views

A rough surface does not actually become “100% reflective” at a grazing angle. The trick here is understanding how microfacet specular models work. With microfacet specular, there is not really just a single normal for any point on a surface. Instead you can imagine that the point you're shading is…

5,296 views

@Lexxisriennnl oh wait, are there any PBR courses in udemy? cant find any, or most of them are related to the art side and not the dev side, let me know if there are courses in udemy you can recommend as well

17,299 views

Quick update, I think this structure should cover it all:

  • PBR material data-structure
  • Shaderpack override
  • Texture: diffuse/albedo
  • Texture: normal map
  • Texture: roughness/AO/disp + metallic (RGB grayscale, A on/off)
  • Bool fullMetal (false -> no need to fetch metallic map)
  • Bool fullNonMetal (false -> no…
3,400 views

I skimmed through it a bit.

From first look it seems interesting and decently short for tutorial purposes.

Thanks.

4,817 views
ShashankVer
March 19, 2020 05:15 AM
Old Western

Background 

The work produced by Shashank Verma is both dynamic and captivating and is a testament to his distinguished status and influence as a 3D Environment Artist. He has contributed greatly to many of the genre’s most popular releases in recent years including some of the w…

4,977 views
How to create reference renders to compare with a real time PBR shader

JoeJ said:
I did not want to integrate Mitsuba either, so wrote my own Pathtracer.

Well, if we are talking about reducing the amount of work then I already have a solution - use Arnold.

8,020 views
khawk
January 06, 2020 04:08 PM
Reallusion Releases New Digital Human Shader

Creating realistic digital humans for real-time 3D animation is now possible with Reallusion’s new Digital Human Shader. A complete set of shaders for skin, eyes, teeth, and hair are available, along with SSS(Sub -Surface Scattering) and Micro Normal updates for iClone 7.7 and 3D character creation…

2,981 views
esenthel
December 05, 2019 03:36 PM
Esenthel Game Engine now with PBR

Esenthel Game Engine ( http://esenthel.com/ ) now has full support of PBR.

This includes realistic GGX specular, environment map, smoothness/roughness/gloss, reflectivity, multi-scattering energy preservation, Burley/Disney based diffuse shading.

It's a lot more advanced than the previous shading mod…

3,806 views
Esenthel Game Engine now with PBR

Esenthel Game Engine ( http://esenthel.com/ ) now has full support of PBR.

This includes realistic GGX specular, environment map, smoothness/roughness/gloss, reflectivity, multi-scattering energy preservation, Burley/Disney based diffuse shading.

It's a lot more advanced than the previous shadin…

3,682 views
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