Hey there ^^,
right now Im writing a thesis about "physically based rendering (pbr)".
my problem is right now I can't find really a lot of article about it and the 3 Books i found about
it are quite expensive so I wanted to ask if you know someone knows some
Article that are riche on informations ?
Replies
I I love reading white papers in my spare time. A ton of game engine stuff gets taken from the Disney principaled shader. So check that one out too. Also shaders are only half of PBR. You need to get rid of point lights and other approximations to get more plausible results. Everything in real life is an area light(aka a volume) point lights will throw off your gloss/roughness charts.
http://www.gamedev.net/topic/655326-where-to-start-physical-based-shading/
https://seblagarde.wordpress.com/2011/08/17/feeding-a-physical-based-lighting-mode/
https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart/
https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/
http://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
http://www.marmoset.co/toolbag/learn/pbr-theory
http://www.marmoset.co/toolbag/learn/pbr-practice
http://www.marmoset.co/toolbag/learn/pbr-conversion#spectometal