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.
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 :)
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
I've been digging PBR myself recently and it is much easier to setup than you think for first time. Non-PBR will work. To some degree, but they will not look good. In general making PBR textures is much easier and faster. You need to keep them as simple as possible. It's job of renderer to make them look good not yours.…
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.
Oh awesome gir! I'm not sure whether it is best to keep or remove IBL for my scenario. I will have to try a demo scene with a destructible room with PBR and see how I can make it work. I'll chat to you on Skype.
Lol, and the transition to PBR/S is supposed to make things simpler. I cant wait until all dust settles from the transition onto something with which I can use to learn PBS texturing. Marmoset 2 looks very enticing.
Then for a game engine like Unity, that would seem like an impossible task. Expensive rendering for games really is not an option when you don't want to limit your customer base to those only with high-end systems. The only solution I could find for voxel lighting in unity was this one:…