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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How can I make the material edges smoother on a PBR terrain?
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
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How to create colorizable vegetation albedo textures similar to Horizon Zero Dawn?
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 ...
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Is there a PBR-like material system for audio?
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. ...
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Is there a technique to properly illuminate a PBR material when using directional light?
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"...
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How does Physical Based Shading work with multiple light sources?
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 ...
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PBR GLSL shader incorrect lighting. Half being shaded
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, ...
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How do you simulate UV light and materials with UV-reflective/fluorescent properties within a PBR renderer?
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 ...
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Cuda API to render using Physically Based Rendering (PBR) in OpenGL-ES based project
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 ...
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Why does my PBR material appear grey in game?
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?
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Performing image based lighting in an open world game
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 ...
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Handling metallic roughness maps colour channels
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 ...
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How to write a PBR Unlit Shader in Unity? [closed]
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 ...
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What's the use and difference between Forward, Deferred and Physically Based Rendering?
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 ...
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What's the difference between Raytracing and Physically-based-rendering?
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 ...
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Basic equation for pure metallic reflectance
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 ...