Very nice presentation covering aspects of:
- Asset creation
- Lighting, shaders and camera
- Graphical engine
in physically based real time rendering used in Metal Gear Solid 5
If you don't want to watch the trailer and shenanigans skip to 19:00
[ame="
http://www.youtube.com/watch?v=FQMbxzTUuSg"]Hideo Kojima GDC 2013 Panel - MGS5 & Fox Engine - YouTube[/ame]
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I talked to the guy in dA, but I can't find his submission there.
Mushroom Powered Beretta PM 12
http://www.polycount.com/forum/showpost.php?p=1555247&postcount=3813
All the stuff they are doing in Fox engine looks to be what a lot of others are already doing but you can tell they have really been meticulous with the details. Pulling it all together must of been quite a task.
I would of pointed out to them the reflections on the pictures in their conference room need some work
Konamis Fox Engine, Square Enix Luminous Engine and Capcoms Panta Rhei Engine.
Very happy to see they are finally catching up. Hopefully it will bring back their self-confidence in game creation.
After talking to someone at Crytek about Physically Based Shading at GDC, I've been trying to do some research on it. Haven't found too much that's useful, except this post.
From what I understand, we will be using things called albedo/diffuse, roughness, substance, and normal. Normal will be the same as it is now. The albedo/diffuse will be the basic texture without any shadows/lighting added to it. I'm guessing we may be using the occlusion map separately now too. The roughness map will work like a gloss map and determines the surface type, while the substance map seems like it'll work similarly to a color map from dDo-where each color represents a material type.
I could be completely wrong though...
Anyway, I'm planning to make the UDK implementation of this (already started) to share it with everybody here once i finished.Is it a good idea or not?
edit - I looked at this once more
http://www.polycount.com/forum/showpost.php?p=1555247&postcount=3813
And i think i thought good. Its clearly visible at the spark plug section on the texture.
http://www.polycount.com/forum/showthread.php?p=1441311