Blender tutorial showing you how to use the new Principled shader available in Blender 2.79. Download the latest version of Blender: https://www.blender.org/ Disney Principled Paper: https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf Everything has fresnel: http://filmicworlds.com/blog/everything-has-fresnel/ Metal Material: https://www.poliigon.com/texture/meta
Unity 5 was released in March 2015 and brought many new features, but perhaps the most important feature is physically based rendering. This new lighting model simulates the natural interactions of light rays and real-world materials. The math behind physically based rendering (or PBR for short) is indeed complicated, but Unity makes it easy to create dynamic materials with beautiful contrast and
Base color, Roughness and Metallic textures for Sponza A few weeks ago I decided to start using PBR in my engine. I used the same equations as in my PBR viewer, so the implementation was not relly comlicated. The part that took me most of the time was creating the Base Color, Normal, Roughness and Metallic textures for each materials in Sponza, so I thought it might worth sharing it if it can save
To help people get to grips with the new Standard Shader, we've been creating a number of assets to ease people into the confusing world of PBR. This started with the first iteration of the Shader Calibration Scene, which you can download from the asset store here. We're making our internal PBR calibration charts available, which are cheat-sheets to help show what values each slot of the standard
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