Physically Based Rendering V2

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Re: Physically Based Rendering V2

PostPosted by hd_ » 06 May 2016, 00:10

I don't believe anyone is working or at least close to an implementation yet. Open to all contributions :D
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Re: Physically Based Rendering V2

PostPosted by dragonCASTjosh » 07 May 2016, 02:13

i was looking into it but im low on time so feel free to take over with the feature :)
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Re: Physically Based Rendering V2

PostPosted by namic » 17 May 2016, 19:17

Does this implementation support parallax mapping?
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Re: Physically Based Rendering V2

PostPosted by 1vanK » 17 May 2016, 23:49

namic wrote:Does this implementation support parallax mapping?


if I am not mistaken, there is no. But you can see it post10188.html
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Re: Physically Based Rendering V2

PostPosted by namic » 18 May 2016, 00:39

Yes, but how can they work together?
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Re: Physically Based Rendering V2

PostPosted by 1vanK » 18 May 2016, 00:59

namic wrote:Yes, but how can they work together?


through editing shaders xD
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Re: Physically Based Rendering V2

PostPosted by Lumak » 05 Jun 2016, 17:38

I finally downloaded 1.5 yesterday, built it, and ran some samples. And I was surprised to see the PBR demo! I ran it and it looks amazing! Thank you, josh!
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Re: Physically Based Rendering V2

PostPosted by dragonCASTjosh » 05 Jun 2016, 21:38

Lumak wrote:I finally downloaded 1.5 yesterday, built it, and ran some samples. And I was surprised to see the PBR demo! I ran it and it looks amazing! Thank you, josh!

I have improvement in the works, higher quality and much better performance.
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Re: Physically Based Rendering V2

PostPosted by yushli » 06 Jun 2016, 02:24

better quality and much better performance. Well, eager to see it show up in main branch...
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Re: Physically Based Rendering V2

PostPosted by sabotage3d » 06 Jun 2016, 10:05

Is the PBR currently compatible with mobile or it needs to be optimized?
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