Not according the the graphics programmers that I know, and various published articles that refer to it as PBR. Nitpick... Your beard is too short. Do you even wrestle bears?
Well several things: 1. UE4 is still in development. Even based on public information you can see they changing lots of things. 2.In general, PBR is simpler. I dunno how you would find contructing hacked materials that suppose to looks nice be cheaper than simple PBR material that consist of 4 nodes ? To be perfectly…
Epic has said that the specular option is only there for legacy reasons, and shouldn't be used in most situations. It is kinda limiting, hopefully they will add support for non-metalness PBR workflows.
******* NINJA ADMIN EDIT ******* Some of the recent conversation in the UE3 thread has centered around physically based rendering for games, this is really a topic that deserves it thread so here we go! First, some links: Image based lighting, which is essential for a PBR workflow - Paul Debevec, Debevec's research is…
to get the extra mile and specular break up and range... yeah. but we can agree to disagree. :) it's definitely exciting seeing studios moving towards this solution. (brdf, pbr, ibl, etc)
PBR is here to stay. Doesnt mean old techniques are going away. Just new ways of looking at creating environments and tools to incorporate and blend with others to make more visually stunning work.
This, this and this. It's great to hear similar war stories from different people :) Really looking forward to seeing what everyone here will make of all this pbr-i-ness, personally i'm very excited.
good job, does anyone know of any engines, that will allow me to play with this stuff now. kodde has a cgfx maya shader for it, but not seen many engines that i can get a hold of that support pbr
Nicolas Schulz, one of our rendering engineers, wrote this feature on PBR for Making Games magazine. See if you can get a hold of it - I hope they will release the full article online as well at some point :)
Hey folks, i did alot of research about PBR in CryEngine 3. But i didn't find a clear answer, if the current Version of the FreeSDK suports Physical based Shading/Rendering! For example like Unreal 4. Thanks guys.