I wrote a tutorial explaining how to convert texture content made for older gen shaders (and convert between metalness and specular pbr workflows) that has some examples and detailed explanations of the differences. http://www.marmoset.co/toolbag/learn/pbr-conversion
Speaking of PBR, can someone explain the requirements of what is considered PBR (as opposed to what is not) in the gaming world? I come from film background and one of the requirements to having a PBR pipeline is to have physically plausible area light sources (i.e. lights that have size and can be sampled from). IIRC,…
From what I looked, theres no shots avaible without PBR, and they implemented quite early in development. I knew it ! I knew it was using pbr in some way from some screenshot avaible at AMD website showing roughness map. Too bad but please dont put you in unconfortable situation. I will look later since It seems the…
andys probably talking about r&d before the project. Also I was there when he wrote that tutorial - so im not sure what hes talking about when he says this was before pbr.
Hello dear fellow polycounter, I try to write an article (in French unfortunately) about PBR for a video game website. I try to make it understand its not really linked to hardware and photorealism, how it make a little easier for consistent art direction and so on. Since I must popularize as much as possible I try to…
The last console generation, lighting for the most part was limited to Blinn/Phong, with great hacky lengths gone for faking GI. PBR is a bit "buzz-wordy" in games. I can't speak for every studio, but from what I've seen most game studios aren't using a true PBR model, rather opting for using a very hacky one to try and…