Thanks, that clear up a lot of things. So it's the engine itself that manage pretty much everithing, i must just determine if my material is dielectric or metallic and its roughness. Seems really straightforward. (also... i cant' wait to see some papers about "Inflitrator", it is mind blowing :) ). I think that the…
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
The problem with real-world measruments, is that every engine take diffrent range of values. Some materiasl have real world reflectance of 5%. Ok. How about setting it in range from 0-100 0-1 or 0-255 ? What does it even mean for and engine implementation ? Even worse case you can't setup it directly, but you have to paint…
Looks like that texturing will be much easier than it is right now with more realistic end results in game engines that are using this new shading. I like PBS already :)
tbh, i just want a PBL engine for us to play with already. being turned down for freelance jobs because of lack of experience with PBL is starting to really piss me off.
Here's a screenshot from my experimental graphics engine (100% dynamic): runs from 30~40 fps @ 1024x768 on a gtx485m depending on how many of the 3 shadow-casting objects I turn on.
You'd need cube maps or other reflections to be able to pull off metals without diffuse, it might work depending on the engine. You'd also need a way to blur the reflections for the different levels of roughness.