That's only part of a PBR renderer. What really makes something PBR is the way lighting is calculated. Marmoset also has the cubemap reflections with varying sharpness based on glossiness, but the current version isn't physically based either. :)
Not trying to break this thread up, but I really wish I could sit down with an industry experienced artist and talk about him/her about this. I mean hell, I'm not tech a artist. I'm not an idiot but damn! :\ I can't seem to find an 'easy read' regarding PBR. According to polycounts facebook post, all artists must have an…
Awesome, thanks for clearing that up for me. I always thought IBL was just part of the PBR and the other part was super precise textures. I've been reading up on PBR since the SF GDC, but your explanation helped me wrap my head around some of the inconsistencies.
Anty, don't worry I get that, my first post in this thread is pretty much what you said :). I think I'm misunderstood in my last post, all I was saying is that while I'm very interested in PBR and all I'd much rather focus on the broader scope of UE4 and 'next-gen' and not go into microscopic detail on PBR. But as some…
Not according the the graphics programmers that I know, and various published articles that refer to it as PBR. Nitpick... Your beard is too short. Do you even wrestle bears?