I haven't been able to grasp the whole Physical based materials thingy but I do understand it works for shaders in the viewport.But is there something like this for realistic renders like mental ray?or are BDRF materials more accurate than PBL shaders?
Also do BDRF materials take longer time to render?
Btw,I understand BDRF shaders work with settings for materials the way pbl shaders work as well.
Replies
The offline shaders can be very confusing, when I started 3D I was standing infront of those strange cinema 4D shaders and they dont have a spec input and strange stuff, and now like 10 years later, I realize that they were doing the PBR thing all along the whole freaking time. I started heck confused, totally didnt understand the game workflow, cursed Maxon for their stupid shit that was so different than all the others, and now after setting up my own PBR pipeline, I finally realize. Mindblown
Ok drifting off
BRDF is simply the core of the shader if you want so. PBR shaders are using a BRDF aswell, its the function that tells how light interacts etc.
"BRDF Shader" means simply "shader"
Look if you can find something that uses image based lighting or has a reflection
slot where you can put in a specular map and uses fresnel, uses gloss / roughness with energy conservation and uses the blinn-phong model.
Mental ray should have all the features of the game PBR shaders, but the clear superior lighting with raytraced GI, superior AO and extremely superior shadows etc.