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Physically Based Rendering for Artists


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Posted

Wassup Mapcore!

If any of you are interested in understanding next gen material systems I did something last week that might come in handy for you :)

 

Short Version:

Physically Based Rendering for Artists - Recap - YouTube

Longer Version:

Physically Based Rendering for Artists - YouTube

Slides are here, btw:

http://artisaverb.info/PBR.html

I apologize for low production values in advance and promise to practice my manlier voice next time :D

Cheers,

Andrew

Posted

Thanks for all the likes guys.

 

Seir, it is the future of mainstream real-time cg after all :D

 

Onji, it's already in UE4 and the new CryEngine. Also virtually every single game that looks next gen is using it, so from that we can conclude that proprietary engines of Guerrilla, Sucker Punch, Sony Santa Monica, D.I.C.E. , Infinity Ward, Treyarch etc... also have that implemented. Treyarch had IBL implemented in some form as early as Black Ops 2 I think. Also Remember Me uses PBR on UE3.

 

The implementation itself doesn't seem super crazy. A few hundred lines of code. The problem is sampling the scene for reflections and lighting. This is where it gets more expensive 'cause you have more stuff to render and then sample in the shader. Most engines usually just got reflection cubemaps placed around the level.

But since it's for next gen we also get increased horsepower and it seems like everyone is more then happy to spend it on PBR. :)

Posted

performance wise it's not really more expensive than what we've been used to. It's just a different approach to how materials are set up. You would be surprised how expensive some non-PBR materials can get in current gen games compared to a simple all-in-one PBR setup which actually looks better.

I really like it, instead of every artist doing their own hacky way to create a metal, there's only one right way to do it, and will have consistent results.

I'm currently working on a PBR unity shader package that will allow for a whole bunch of material properties you can control per pixel with different maps. Other than reflectance and roughness, I also have dual-layer material properties like "fuzzyness" (to create cloth or dusty objects), "gloss coating" (for stuff like metallic car paint, carbon fiber, etc) and sub surface scattering.

I'll start a thread about it when I get some showcase examples up and running :).

Posted

Neat and saves the burden on artits side.

I suspect that the next burden to be alleviated is the "physics" side of motion in games. I'm talking about things like splashing water, blood, paint, debris, hand painting cracks on textures, deformation of objects on the fly, the dynamic side that makes a game world feels more alive, rather than photoreal and static.

Posted

Neat and saves the burden on artits side.

I suspect that the next burden to be alleviated is the "physics" side of motion in games. I'm talking about things like splashing water, blood, paint, debris, hand painting cracks on textures, deformation of objects on the fly, the dynamic side that makes a game world feels more alive, rather than photoreal and static.

 

I'd love to see Valve whip out something like this for Half-Life 3, the same way they made me jizz myself with the Half-Life 2 physics and materials. Maybe the weird materials in Portal 2 were them experimenting with it. (Probably not.)

 

http://www.youtube.com/watch?v=IaZ75vU112Q

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