It's basically how light works in the real world. Light is basically photons being bounced around a room and into your eye. Any point in 3d space is receiving lighting from all directions, not just from actually lights. If you had a sphere ball, any light being reflected by it is lighting being recieved at that point.…
You are right, and we can't be 100% sure, as it seems so far that every engine that employ PBR, do things diffrently, and authoring textures might be diffrent. I just speak from my exprience. We will see today or tomorrow, but I highly doubt that the process will be complicated. Even in previous iteration the gloss map was…
Take a look at the link posted above by joeriv. That should get you caught up. The last few pages should have most of the good information since it was merged with another thread from UE4 stuff. It's different because it allows artists to create more accurate(and modular) materials. It puts more emphasis on the surface and…
Question. How do you suppose physically based shading will be implemented? What I mean is, is physically based shading typically a set of parameters similar to HDR and other lighting tools that can be ticked on/off and adjusted PER object? Or, is it a global world effect where as its an automatic feature that every object…
After you understrand concept making textures for PBR is easier than on old workflow. It depends on engine but generally: 1. Color is just color. Flat color without any lighting information. You shouldn't use any cavity, ao, etc maps on your color. Even micro details are better blended directly in material setup. 2.…