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Physically-based Rendering


Josh

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An online implementation of physically-based rendering in the Khronos Github was pointed out to me by @IgorBgz90 and @shadmar. This is very useful because it's an official implementation of PBR that removes a lot of guesswork. Here is my first attempt, which is not using any cubemap reflections:

And here it is with cubemap reflections added:

I plan to use the real-time global illumination system to generate the reflection data, instead of using environment probes. This will provide more realistic lighting that responds dynamically to changes in the environment. Thanks again to the devs who showed me this, along with the implementation they were working on.

Here's one final revision:

 

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Sweeeeet!! I like what I see! This is using a 'Roughness/Metalness' PBR rendering method, right Josh? Will 'Gloss/Metalness' and/or 'Gloss/Color Specular' also be supported?
This is only for the new Turbo Engine, and not LE, I assume?
Btw, can I send you a selfmade model in 3DCoat, to see how it looks using the PBR implementation algorithm that you're using?  

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3 hours ago, ChrisV said:

Sweeeeet!! I like what I see! This is using a 'Roughness/Metalness' PBR rendering method, right Josh? Will 'Gloss/Metalness' and/or 'Gloss/Color Specular' also be supported?
This is only for the new Turbo Engine, and not LE, I assume?
Btw, can I send you a selfmade model in 3DCoat, to see how it looks using the PBR implementation algorithm that you're using?  

Yes, yes, yes, and yes.

Blinn/Phong materials (spec/gloss) will still be supported.

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I have no idea what they're talking about, but I suppose it would be great to have features that allow us to do that without really understanding how it's done behind the scenes. 

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