Awesome, thanks for clearing that up for me. I always thought IBL was just part of the PBR and the other part was super precise textures. I've been reading up on PBR since the SF GDC, but your explanation helped me wrap my head around some of the inconsistencies.
Anty, don't worry I get that, my first post in this thread is pretty much what you said :). I think I'm misunderstood in my last post, all I was saying is that while I'm very interested in PBR and all I'd much rather focus on the broader scope of UE4 and 'next-gen' and not go into microscopic detail on PBR. But as some…
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?
If you want to try out PBR, it's not in yet. but just in case, sulkyrobot has posted a mirror. http://www.polycount.com/forum/showpost.php?p=1905093&postcount=22
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…
******* 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…
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.