Physically Based Rendering V2

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Re: Physically Based Rendering V2

PostPosted by vivienneanthony » 06 Apr 2016, 06:33

dragonCASTjosh wrote:Fixed OpenGL implementation, enjoy :)


Cool.

https://www.youtube.com/watch?v=6p66wzV8-ps

I have to figure out what causes the dot in the first part in the lobby but the second half is checking out the materials and seeing how light affect it.

Vivienne
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Re: Physically Based Rendering V2

PostPosted by dragonCASTjosh » 06 Apr 2016, 14:30



Nice results although i noticed you wasnt using a Zone with a Zone texture, PBR iuses Image Based Lighting, this will correct the lighting color to the scene and add reflections to materials that need it. Zones in Urho have the ability to capture the scene from in editor so the reflections are of the area it is within. but overall nice video
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Re: Physically Based Rendering V2

PostPosted by Enhex » 17 Apr 2016, 01:50

Nice work. I tried it and found some problems which I posted about here:
topic2058.html
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Re: Physically Based Rendering V2

PostPosted by namic » 28 Apr 2016, 03:37

Was this merged? What's missing for PBR? Any docs on it?
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Re: Physically Based Rendering V2

PostPosted by hd_ » 28 Apr 2016, 04:38

It was merged. The docs are lacking, but if you are familiar with PBR from other engines and materials in Urho, then it's simple enough. When making a material, pick one of the PBR techniques. I've only tested the metalness/roughness workflow, so in that case in the specular texture you feed a roughness (red) /metalness (green) texture. Then you use zones in Urho to provide a zone texture for image based lighting. There is an example scene you can open in the editor to see how it was done.
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Re: Physically Based Rendering V2

PostPosted by dragonCASTjosh » 28 Apr 2016, 15:55

Currently there is only Metalic/Roughness workflow, im currently working on improving the whole system then i will work on docs
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Re: Physically Based Rendering V2

PostPosted by JedTheKrampus » 30 Apr 2016, 17:02

Have you considered using cmft (look it up on Github because I can't post links) to prefilter cubemaps for each zone rather than importance sampling the cubemap?
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Re: Physically Based Rendering V2

PostPosted by dragonCASTjosh » 30 Apr 2016, 19:07

JedTheKrampus wrote:Have you considered using cmft (look it up on Github because I can't post links) to prefilter cubemaps for each zone rather than importance sampling the cubemap?

it was a consideration but file size limits on mobile would impact its ability to be used, engines like unreal get around this by implementing a simplified sampling system on the shader.
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Re: Physically Based Rendering V2

PostPosted by hd_ » 01 May 2016, 04:33

Using cmft to prefilter the cubemaps is a good way to go, and supporting it in the workflow would be nice. From my previous tests, urho has trouble reading the outputs of cmft directly though.
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Re: Physically Based Rendering V2

PostPosted by sabotage3d » 05 May 2016, 21:16

What is the current state of the PBR area lights? I stumbled upon this page it looks quite promising and there is working code as well: https://eheitzresearch.wordpress.com/415-2/
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