juniez Posted January 27, 2014 Share Posted January 27, 2014 http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf its the future. get on board yall 1 Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 27, 2014 Share Posted January 27, 2014 Im' not convinced ,not noticeable when you play some fast FPS game for example. Specular map with good variation do already a great job, and such system will ask even more GPU i think. If i could only make a super game with great level and great characters using specular/normal maps, i would be happy Why should i ask last engine like UDK or last tech GPU if i even can't manage to create great characters and levels with standard shaders ? But if LE3 proposes such stuff ... indeed i will be interested. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted January 28, 2014 Share Posted January 28, 2014 I think we'll continue to see cg and real-time graphics converge like this. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
juniez Posted January 28, 2014 Author Share Posted January 28, 2014 Im' not convinced ,not noticeable when you play some fast FPS game for example. Specular map with good variation do already a great job, and such system will ask even more GPU i think. If i could only make a super game with great level and great characters using specular/normal maps, i would be happy Why should i ask last engine like UDK or last tech GPU if i even can't manage to create great characters and levels with standard shaders ? But if LE3 proposes such stuff ... indeed i will be interested. PBR will save you time playing guesswork for the right diffuse / specular values for materials and layered materials will save you time authoring assets (once you have a decent library of premade materials) AND ON top of that you'll get pretty much infinite texture density and physically accurate area lighting (assuming it's correctly implemented) it's good stuff..!! and with opengl 4.0 it's not like you're targeting lower-end hardware anyway sooooo 1 Quote Link to comment Share on other sites More sharing options...
Benji385 Posted February 2, 2014 Share Posted February 2, 2014 +1 for Physically Based Rendering - Not only would it be awesome but like juniez said it would cut down on guess work for materials. I am just waiting for native Linux support. I think we'll continue to see cg and real-time graphics converge like this. Is that a maybe for PBR in leadwerks? Will Pay for PBR Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 2, 2014 Share Posted February 2, 2014 It seems specular to not be used anymore and thye go with metalic and cavity instead to better represent materials. UDK have already shader making tool graphically, with LE3 you could do that but you'll need to program yourself, and use material slots to had three new features : Metal, Roughtness, Cavity What to say, it will ask lot more GPU as now this is not specular component but 3 new component to calculate and choose or create ,so some more workflow work instead of one specular only map, but the result is great. I've looked more at a concrete example like the game The Order to see what was done. Almost 20 steps to achieve a 3D model for in game ... fewwwww ... only studios can put so much work , i doubt some little indie ot put such work on all assets of his game, he would never finish his game http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_slides.pdf In fact it reminds me a lot of genetica tools for textures, but working on shaders. Material Layers is great, like painting layers. Almost comparable to multitexturing but now working on any object of the scene, and it's not only diffuse multitexturing, but shader material multitexturing. For example reflective water mixed with ground brick. So less work on a 2D program to make unique textures, as you'll just take any model and do some multitexture paint per vertex. You could have same models with different "paintings", and this allows you total freedom like what we can see on last image. It will ask even more GPU as this will be calculation of multiple shaders combined and materials layered, so lot more slow than simple actual shader system. For indie people, the way that won't work will be if it asks lot more maps to create and lot more settings in the workflow, this could become a big amount of work even less accessible anymore for non 3D artists. The solution could be a simplified system, with tools to auto calculate the differents maps and the necessity to have a library of predone materials base also, good for general cases. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
juniez Posted February 2, 2014 Author Share Posted February 2, 2014 It's actually very very easy to switch your workflow and doesn't take any extra effort: albedo -> diffuse WITHOUT BAKED AO / CAVITY, taking into real-life values metallic -> specular taking into account real-life values roughness -> specular power (also real life values) cavity should be generated by your baking program the only change workflow-wise is that you would use different values consistently for different materials + It's impossible to just plug in a truly physically-based renderer within LE3's shader system at the moment - it requires a different lighting model Quote Link to comment Share on other sites More sharing options...
YouGroove Posted February 2, 2014 Share Posted February 2, 2014 For you it seems so easy Did you watch all the process and steps involved in the game "The Order" i posted the link ? http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_slides.pdf There is almost 20 steps, to just make the good material for the object. What do you mean by "real values" ? lot of stuff and adjustments will have to be done by 3D artists. It's like Photoshop, or Zbrush if you can't make great textures or models , the tool is not a push button called "Make the game for me" Even with actual shader system diff/normal/spec maps, people do amazing games : If you can't actually make something great, i'm not sure you'll do better just by changing shader model and workflow. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
juniez Posted February 2, 2014 Author Share Posted February 2, 2014 marmoset toolbag 2 is PBR though , lol by real values I mean: using these values in the appropriate albedo / metalness maps, you'll get a readable material under every environment and lighting conditions ( something that can't actually be realized in the traditional lighting model because it doesn't follow the law of energy conservation ) and 20 steps.... isn't that much - most of the complication (it's not even that complicated) in your slides come from their material layering. other than that it's not at all different from the traditional workflow (highpoly -> lowpoly -> bake -> bake editing if needed - > material definition -> wear) 2 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.