PBR definitely isn't a style. Just a rendering method. Since it's used to make things more physically accurate, I assume what they mean is that it should be more realistic/accurate. I'd ask to be sure though. I'd also never proliferate its use as a reference to realistic styled art. Not only is it needlessly confusing, but…
On my team, "PBR" is shorthand to describe a workflow, it's not a style in itself. We've used it to differentiate between authoring a full suite of supporting textures describing various real-world material attributes from the "old school" way of painting shadows and highlights into a single texture. You can use the PBR…
Technically its not a style although imo its nearly synonymous with overly glossy surfaces with strange roughness variation and people putting 'base materials' on their models and calling it a day. I think with PBR and quixel/substance, the barrier of entry for things looking 'fine enough' got pretty low. This is what I…
That's pretty much semantic but any shader using a BRDF that roughly respects the principle of energy conservation (vastly GGX), belongs to the "PBR" shading model, whatever the inputs or artistic style.Then "physical" and "photorealistic" are confusing, as you could go non-photorealistic with physically based lighting.So…
This could be a matter of cognitive/incentive salience. People will categorize PBR as a subset of visual experience in their mind. This will not make it into a distinct art movement in our social sphere. However, in everyone's brain, the feedback upon encountering 'PBR' could be identical to trying to discern an…
Only if you think PBR is an art style. I was going to point you to an above post re: Disney etc, but you wrote it lol. But no, I don't think this is an indication of anything sucking in the industry. Frankly, I'm happy that studios seem to be embracing PBR for both stylistic and realistic art styles. If we never have to…
calling fortnite PBR is a bit of a stretch it might use the unreal shaders with some tweaks, which are metalness roughness workflow. but it is definitely not very physical in terms of materialsetup
I suppose? It's just shitty feedback in that case. Akin to "make it more better". If there are specific requirements for the project in terms of style or PBR requirements these should be clearly communicated to artists.
But this has nothing to do with PBR, as in physically based rendering. Everything you've mentioned here is a content creation issue, and has little to nothing to do with rendering tech. PBR doesn't force artists to be lazy or make bad choices when doing material work. Really, it's not even remotely related. For each…
i would associate the PBR word with AAA studios which produce first person shooters, you know industry oily greasy shiny metal things with chipped paint, thats sort of how I've sterotyped that word.