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]
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…
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…
In the absence of self-shadowed characters in a PBR system, what's a good option for faking it? For example, a hooded character, or oversized sunglasses. (or is this a non-issue?)
Awesome! I have some question then. PBR values: Getting accurate vaules, Ive seen some papers on PBR with some IOR (Incidence of Reflection?) math but to be honest it's over my head. I have no clue how the hell I translate any of what I have been read into rgb/hsv/etc. Right now I really feel like I'm trying to play is by…
In a PBR engine does applying specular maps make it work in legacy manner or does it have some new characteristics? I see in UE4 there is a node for specular and specular power maps.
The chart is from a tutorial I wrote: http://www.marmoset.co/toolbag/learn/pbr-practice It covers PBR in general, and goes over both the metalness and specular map workflows. For the chart, the scan data is setup for a specular map workflow. However, you can use some basic logic to make it work with a metalness workflow as…
I can't really talk about A:I too specifically, but as Lee mentioned the math isn't *that* much more expensive with PBR shaders. I'd say you probably don't need to worry about it unless you're targetting some kind of mobile platform OR your game is already heavily bound in pixel shading. Again, I can't speak specifics but…
It depends what you're using the values for. If it's reflectivity values for PBR specular then it's probably best to use the correct linear values as your reference as using correct measured data is one of the cornerstones of any physically based system.
I got a really dumb/beginner question. At the point when you have all your maps ready to go and you are going to be rendering in Toolbag 2, do you have to do anything in particular besides plug the maps on the correct slots in marmo? i.e: in substance painter, you have the options of selecting from a drop down the PBR…