Questions tagged [pbr]

Physically-based rendering (PBR), sometimes referred to as physically-based materials or physically-based shading, is a 3D graphics rendering process that attempts to produce realistic images by accurately modeling light-matter interaction. Use this tag for questions about physically-based rendering, including shading, lighting, and materials.

Physically-based rendering (PBR), sometimes referred to as physically-based materials or physically-based shading, is a 3D graphics rendering process that attempts to produce realistic images by accurately modeling light-matter interaction. Different rendering engines may employ different methods and use different input parameters to target this goal.

Information

Examples

Parameters

Most PBR systems include some means to set how rough a surface is, and how metallic a surface is. One parameter may have multiple effects, for example increasing the roughness may blur the reflection map and spread out the specular highlight at the same time. This example image is a composite of outputs from the OSGJS PBR demo linked above:

Samples of PBR roughness and metallic-ness

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Should I use Intel Embree via API or via the project's source code itself?

I am thinking about using Intel Embree in my renderer and currently playing around with Embree tutorials. So, the question is, is it possible to use Intel Embree efficiently via API? I mean, I can see that the functions from ,…
Denis
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Are there diferences in the physically based shader implementation in Unreal Engine 4, Unity 5, and three.js

Are there differences between the physically based shader implementations in Unreal Engine 4, Unity 5, and Three.js implementation? If yes, what are they and how do they differ in terms of visual appearence?
Rui d'Orey
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PBR reflection stange behaviour

I've implemented a PBR rendered using OpenGL in my deferred rendering engine. The problem is that there are strange signs on my object as the roughness increases. You can see this on these images: I've found out that the problem is with the…
zeb
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Error while import novaclient library to python

I am importing novalient API library to python 2.7.3 as follows from novaclient.v1_1 import client when i try this this , it gives me following error Traceback (most recent call last): File "", line 1, in File…
Malintha
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SCNView uses OpenGL on iPhone 6 in simulator,

SceneKit uses for SCNView in iPhone 6 on simulator OpenGL, this causes to changing lightning model from PBR to Phong Error: Physically based lighting model is not supported by the OpenGL renderer, using Phong instead Is there a way to fix…
Michał Ziobro
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How to create PBR metal material from scratch in Unity?

I'm not familiar with Physically Based Shading/Rendering, so need some tips.. Trying to make simple metallic material for cannon pipe in Unity3D (see image#1 below, that mesh is just default unity cylinder primitive) Below are some examples of what…
mgear
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