I wouldnt call Overwatch PBR, it may be PBR-esque, in a sense of using a Metalness like workflow. But it breaks the PBR rules way too much and follows its own ruleset, to call it a PBR game.
if pbr would be the solution, than there would be not as much research in npr ;) there are styles which profit from pbr are and others where there is no gain using it.
@JordanN I think you are confusing rendering technique with art style. Nothing about PBR systems forces anyone to mimic a particular art style. There are plenty of games and films that use PBR that all have wildly differing art styles.
I don't think i've ever met someone as willfully ignorant as you man... https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf <--- where PBR in the games industry was directly copied from. https://www.youtube.com/watch?v=87E6N7ToCxs The movie it was developed for. The very first iteration of…
Im gonna side with @JordanN on this one. There are more things then PBR out there, and rendering technique is absolutely important to art style and stylized art, there where a lot of things that wasnt possible before PBR. personally I love what it did for stylized art but its by no means an all around solution.…
@lotet I'm not saying that rendering technique doesn't affect art style, or even limit it in some respects, but it absolutely does not force everyone to "mimic one common art style". A realistically styled FPS like CoD and a heavily stylized game like Sunset Overdrive or Overwatch all use PBR. If you're going to try to…
Was it invented for the movie Tangled, or did it exist in some form before that? That Disney doc I linked said Tangled but I am sure other companies had to have been working on PBR systems before that.
PBR was invented FOR stylised art lol. It's physically based but they were working on stylised projects. If you want actual heavy stylisation though, those very same people have since done loads of stuff including hand drawn looks etc.
I had seen that, it's definitely very exciting for sure because ray-tracing is definitely the best way to get realistic lighting. It's very close but still not there yet but I think it's naturally the next step. As far as the normal map VR thing, I understand the mechanics of it and why it still works as it should, I was…