PBR: Principles, Practice, and Prepwork

Materials, textures, lighting, postfx
165 posts Page 14 of 17
Azaezel
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by Azaezel » Sat Nov 14, 2015 4:03 am
Should note the main point of that particular model was the eydroppable grid Image as a quickie analogue for http://polycount.com/discussion/comment ... nt_2096031 so if the wood is crap, by all means blame me for being a bad artist. if the *balls* look off, then yeah, that'll be a code flaw.
Chelaru
Posts: 175
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Sat Nov 14, 2015 11:29 am
JeffR wrote:@Chelaru
Can you clarify what looks WIP? Do you not like the demo model? Or does the PBR look incorrect to you?


I was expecting some thing like this : Image
JeffR
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by JeffR » Sun Nov 15, 2015 3:25 am
Well, effectively, that's what the grid shows. It shows spheres with 0-1 roughness and metalness, one for each axis.

Same idea as this display:

http://i.imgur.com/Gt7VoVn.jpg
oXYnary
Posts: 7
Joined: Fri Feb 20, 2015 11:08 pm
by oXYnary » Thu Nov 19, 2015 4:07 am
Chelaru wrote:
JeffR wrote:@Chelaru
Can you clarify what looks WIP? Do you not like the demo model? Or does the PBR look incorrect to you?


I was expecting some thing like this : Image

Chelaru,
roughness=microsurface
metallic=colored spec from albedo/base texture.

There are different ways of doing PBR, these guys are using the Disney/Unreal method. You can read up more here:
https://www.allegorithmic.com/pbr-guide
(Have to make an account to download I believe)

Is this what you are questioning?
Chelaru
Posts: 175
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Thu Nov 19, 2015 2:13 pm
oXYnary wrote:
Chelaru wrote:
JeffR wrote:@Chelaru
Can you clarify what looks WIP? Do you not like the demo model? Or does the PBR look incorrect to you?


I was expecting some thing like this : Image

Chelaru,
roughness=microsurface
metallic=colored spec from albedo/base texture.

There are different ways of doing PBR, these guys are using the Disney/Unreal method. You can read up more here:
https://www.allegorithmic.com/pbr-guide
(Have to make an account to download I believe)

Is this what you are questioning?


I don't know pbr to well. After seeing what other are doing i was under the impression that the PBR from Torque 3d will look almost the same.
I was looking closely to this development branch, because in the original post from gg forum, images like the one from above where shown to be what pbr in T3d should look in the end.
JeffR
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by JeffR » Thu Nov 19, 2015 10:15 pm
So what part of it doesn't look correct, to you?

Not saying you're wrong, just trying to understand what you feel is off about it.
Azaezel
Posts: 360
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Thu Nov 19, 2015 10:38 pm
Were you expecting it to be a single value, and not 2 controls (reflectivity aka metalness and smoothness/roughness aka bluriness)? That's the only takeaway I'm getting from tossing up that line of balls and not a grid without some elaboration...

Also for what it's worth, re-comparing AO at least did show a miscalc, which just got corrected.
Chelaru
Posts: 175
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Nov 20, 2015 12:00 am
The glossy factor is a bit off. With the AO even the most left ball is reflective. Every thing has a whit look, like is no contrast in the image. It might be because of the light, i don't know.
To be sure i think you should create the exact light conditions like the ones from Image or Image .

It just looks a bit off from my perspective. It might be the light.
Azaezel
Posts: 360
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Tue Dec 22, 2015 1:59 pm
Bit more BRDF cleanup courtessy of haladrin/Zefiros with a few tweaks to fit lights not embeded in cubemaps leaves us at:

http://imgur.com/a/x6AS6
vs
http://imgur.com/a/C5tWd
Azaezel
Posts: 360
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Fri Dec 25, 2015 4:04 pm
Fixed that black overlay on the editors, so those grid backgrounds et-al work again. Merry Christmas.
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