That was a good podcast, I learned a lot. But too bad you couldn't answer every single question that was submitted :( Still, thanks for this episode :)
Livestream for our PBR podcast will start in just under 2.5 hours: [ame="http://www.youtube.com/watch?v=mO1smN6A93k"]The Gamedev Cast PBR Special - LIVE - YouTube[/ame]
Can't wait for this podcast!! :D From a tech art side: From someone who getting into shaders (and implementing them myself at work) how easy is it to implement compared to "normal" shaders? (in Unity anyway) I understand there are paid and free PBR shaders out there (We are using Unity but we are stuck on Unity 4.2 for…
PBR - WHAT DO YOU WANT TO KNOW? PODCAST DATE: SUNDAY, JUNE 15TH, 8PM GMT +2 ( 12 PM EDT ) Hi everyone, it's been a while since we last did an episode, and so we wanted to come back with a bang. That's why we've decided to do a PBR-centric episode focusing purely on the topic of physically-based rendering and shading…
Great podcast, lots of good information and experience being shared. There was mention of the shader math behind PBR running a bit more expensive than legacy methods; any idea how much of a hit that was? Alien: Isolation for example is slated for release on PS3, did that require any serious additional wrangling for perf?…
I just listened to the full thing, great podcast. I'm still curious though (this might have been covered but lost on me in the language barrier, if so I apologize), but to my understanding PBR doesn't necessarily consist of a specific set of textures, right? Or do you always need, say, a metalness map for your content in…