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Questions tagged [pbr]

Physically Based Rendering is an approach that aims to ground the drawing of computer-generated scenes in the physics of light reflection and scattering and measurable properties of real-world materials, to give a more visually convincing effect that's consistent under a wide range of illumination and viewing conditions.

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I'm using HillHeightMap to generate a heightmap. I found a way to generate an alphamap based on a heightmap. This is how I create the material ...
Jason Crosby's user avatar
3 votes
1 answer
200 views

In the talk "Between Tech and Art: the Vegetation of Horizon Zero Dawn", Gilbert Sanders says "we average out the color of our albedo textures to mid gray value". But the final ...
ryu's user avatar
  • 31
1 vote
1 answer
206 views

With visual/rendering materials, a very popular system for this is PBR. Materials made using PBR may define properties like albedo color, normal maps, emission, roughness, metallic, specular, etc. ...
Aaron Franke's user avatar
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667 views

I use the following formula to calculate PBR color for each light source. For the sake of this post, let's assume that there is only one directional light. I am using Vulkan; so, +Y is "down"...
Gasim's user avatar
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0 answers
213 views

I have implemented a PBR shader in my game engine that works with a single light source. Everything is good and made sense at a higher level about what each algorithm does. Now I am working on adding ...
Gasim's user avatar
  • 199
0 votes
0 answers
446 views

I have been following the tutorial at LearnopenGL to implement physically based rendering into my Vulkan game engine, and have gotten the following incorrect lighting results: The light is overhead, ...
Dylan Gentile's user avatar
1 vote
1 answer
233 views

I have a PBR setup, say, in Unity (or Unreal, doesn't really matter, I'm asking about the general principle, not specific implementation), and I would like to add a UV light source, and have control ...
sh code's user avatar
  • 196
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0 answers
94 views

I need to develop a OpenGL-ES based application to render a model using Physically based Rendering (PBR). Do I need to use Cuda API to render the computation intense PBR rendering? Is there any ...
Arun AC's user avatar
  • 125
0 votes
1 answer
166 views

I am playing around with PBR materials and I cant get them to work correctly. When I create a material using PBR the model appears gray in game. Any ideas on why I’m not getting the same result? ...
Jason Crosby's user avatar
1 vote
1 answer
742 views

I finally have a PBR implementation in an engine that I'm writing for a game I'm developing but I'm stuck on how to use IBL in real situations. Most IBL tutorials use it just to show a single mesh or ...
Sammi3's user avatar
  • 229
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0 answers
262 views

I'm trying to use a metalness/roughness workflow and I'm not sure how to translate the colour channels into the different metalness and roughness attributes. I'm not sure if there's a standard on how ...
Sammi3's user avatar
  • 229
2 votes
1 answer
1k views

I have a REALLY specific case here: I have an Texture (a webcam), that is used by a shader to pickup a few x,y colors at the cordinates, and renders to a ...
Ivan Seidel's user avatar
1 vote
1 answer
6k views

Maybe I'm still confused about my own understanding, Forward Render: render the lighting of an object according to the light source in the scene. (e.g Phong) Deferred Render : render the scene to get ...
raisa_'s user avatar
  • 167
1 vote
3 answers
5k views

I know raytracing is a technique based on the route calculation done by the light, following the rays through the interaction with the surfaces, and that Pbr is a collection of render techniques that ...
user avatar
0 votes
1 answer
405 views

I'm working on a live wallpaper that shows a pure metallic object. Since it's a live wallpaper, I can make a ton of approximations...this isn't a full blown scene in a game world. My shader only has ...
TenFour04's user avatar
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