Hi there, I’m super sorry to bother but I was wondering if someone could maybe help me out with an answer?
As part of a project I’m to look into briefly what BRDF is and the difference/comparison it has with PBR texturing workflow. But after doing a bunch of research, all I seem to find is mathematical equations and that it’s actually part of PBR as well (along with the cook-Torrance workflow?). not exactly the answer I was expecting/looking for and was hoping if somebody could maybe shed some light for me and explain it in simpler terms - sorry if it seems like a dumb question.
But basically what I want to know for now is can BRDF be considered a traditional texturing workflow? If so, how and why? How does it differ from PBR, or is it something (a function) like the first stage of texturing that was evolved into PBR?
Are there other names for traditional and/or non-PBR texturing workflows?
If anyone has any information it would be greatly appreciated and I’m so sorry if this whole paragraph came off seeming very uneducated, my mind is just fried at this point!
I’m heading to bed so I probably won’t reply to anything until tomorrow
Replies
this is great article for PBR and explains what the problem is that PBR addresses. It's a good nutes and bolts guide for artist, covering just what you need to know to make 3d art.
Right in the top it has link to more thorough, academic work and at the bottom some more references.
But my main point to look ino right now is more specifically BRDF, I just don't know if there is a difference between that an PBR, I got the impression BRDF was a workflow that artists used before PBR became a thing, or more likely it evolved into PBR in a way I guess? But I could and probably am completely wrong so that's why I'm confused haha!!
Sorry for the bother, thanks agian though
Gouraud shading is the oldest and simpliest BRDF (edit:sorry i meant Lambert there. Gouraud shading is the vertex normal interpolation algo, not the actual lighting equation). Then we had Blinn/Phong. Then we had more physically realistic shading models with the concepts of energy conservation, metalness, anisotropy, image based/raytraced reflections... which are basically what makes "PBR" shaders now.
I feel that the question is set from a position of ignorance and you should ask for some clarity on what they are expecting you to answer
I find pictures are a big help for artists to start to understand what a brdf is, and why it matters. Do an image search for "brdf lobes", look at images and start reading the associated papers. Then ask more questions, we're (actually!) happy to help.
I am admittedly a miserable old bastard though 😁