You probably knew, but Unreal did quite a lot of optimization to get PBR to work in real-time. From looks of Blender's principled node, I am thinking Blender is not aiming at real-time preview, but rather render-on-demand. But I can be very wrong, as I haven't used Blender yet.
I really like Silo as a lightweight modeller but it isn't a full package in the same way that maya/max/blender are. When I've worked places where there was no access to Max I've had them buy me Silo (or used my own money in a couple of cases) to get around the fact Maya is crap. To my mind, you're best off with Blender if…
I wasn't paying attention to that part. You might find this interesting though: https://cgmasters.net/free-tutorials/realtime-pbr-in-blender/ There are always ways EDIT: It also mentions on the documentation page here: https://docs.blender.org/manual/de/dev/render/cycles/nodes/types/shaders/principled.html > making it…
Yeah, I think Blender does have a few compiling cases: - 2.79 release has Principled BSDF shader, so finally PBR gained native support. One slight drawback is Blender somehow used the Disney model which is different from the real-time game engine model (many based on Unreal's innovation on the Disney model). - I am pretty…
Hi, I apologize for being the new kid who doesn't appreciate good old tools. But my workflow nowadays is largely: - Maya LT for modeling. - ZBrushCore for simple sculpting. - Marmoset Toolbag for baking. - Substance Painter for texturing. - Substance Designer for procedural material authoring. - Photoshop for texture…
So looks like Blender is not PBR-ready yet (real-time viewport, aka Eevee is still in the works; the planned 2.8 release does look pretty promising). And I have gone through Modo Indie 10 release highlights, while it has very cool procedural modeling features + nice boolean tools + powerful non-destructive stacks, I just…