Thursday 23 April 2015

What Is PBR? (3D Motive)

So for my Carousal Model I want it to be up to the latest industry standards so that If I put it in my portfolio it should still be fairly relevant for todays practise. Ive heard a lot recently about PBR, mainly from George however I didnt really know 100% what he was talking about well now I do. Well I wouldn't say 100%, but I researched into it found out what It is any why its becoming more widely used. It looks interesting and I hope I manage to learn how to use it well before this project is over. Here is some material from the sites I looked at such as 3D motive and marmoset tool bag 2.
Last Games Design Conference saw the launch of Unreal 4 and Marmoset Toolbox 2. Both changed materials to be closer to photorealistic, and raised the bar for realistic assists in the gaming industry.
PBR or Physically Based Rendering, also referred to as Physically Based Materials, allows artists to create realistic and natural looking game props. Control reflective indexes in materials to approximate real world surfaces, add micro detail and reflectivity with results that are harder to distinguish from the real world.  
For beginners, be sure to check out Joe Wilson’s Tutorial on Physically Based Rendering, And You Can Too!
(( I found this link really helpful at helping meu nderstand PBR more, especially the Inputs and Terminology section, it helped me get to grips with the language used when explaining PBR)
Remember that different programs handle PBR a little differently so depending on which program you choose you will have to set up maps a little differently. Be sure to check out Unreal’s Unreal 4 Physically Based Material documentation on how they handle PBR. 
For anyone who wants a closer look at how metals can be handled check out artist Georgian Avasilcute’s great breakdown of metal in his PBR Texturing Techniques over at Quixel. For the heavy reader check out Physically Based Rendering: From Theory to Implementation by Matt Pharr and Greg Humphreys.
Fast becoming a standard in the games industry due to increased computing power and the universal need for art content standardisation, physically based rendering aims to redefine how we create and render art.
Physically based rendering (PBR) refers to the concept of using realistic shading/lighting models along with measured surface values to accurately represent real-world materials.
PBR is more of a concept than a strict set of rules, and as such, the exact implementations of PBR systems tend to vary. However, as every PBR system is based on the same principal idea (render stuff as accurately as possible) many concepts will transfer easily from project to project or engine to engine. Toolbag 2 supports most of the common inputs that you would expect to find in a PBR system.
Beyond rendering quality, consistency is the biggest reason to use measured values. Having consistent base materials takes the guess work out of material creation for individual artists. It also makes it easier from an art direction perspective to ensure that content created by a team of artists will look great in every lighting condition.
Here are some other sites I had a look at, most were very complicated to follow but I followed the last one pretty well (everything is shiny)

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