Targos
Posts: 196 |
Hi there, FF Devs will most likely be familiar with the new art workflows involving Physically Based Rendering. Will Filterforge have some new options reflecting these newer rendering techniques? They are kind of already there, although I don't really understand everything in depth. The new workflows for Unity etc have meant taking a new learning curve towards good lighting. Maybe FF devs understand this and see a reason to kind of adjust render map export options or something.
I guess what I mean is I'm interested to know what the emergence of PBR will mean for FF development? ![]() |
|
Posted: March 7, 2016 8:08 pm | ||
Skybase
![]() |
Just before there's a bit more, fortunately PBR isn't that different from the traditional shading models you know. Therefore, while the names of input are different, you can still use the same render passes from filterforge to control the shader. It's really the shader's behavior that's different.
I'd argue there's probably more to PBR than I'm speaking. Hopefully there's some development as well. |
|
Posted: March 9, 2016 4:36 am | ||
CaliCoastReplay
![]() |
I'm a bit late to the party here, but FF can absolutely can do the vast majority of the maps related to PBR already.
In theory - PBR as you probably know requires a sophisticated pipeline in which gloss maps and other advanced reflectivity maps, and so on, are added to traditional diffuse/normal/bump/specular pipelines. Thus in theory PBR diffuse maps should be very lightly baked and the engine doing most of the work. In practice - I find PBR as much of a mindset and mentality as it is a technical engine concept, and that PBR "looks" can be achieved with traditional pipelines by following a few rules related to the concept: 1. "Everything is shiny". Coined by John Hable back in 2010, this is the notion that there is no such thing as a pure matte (non-reflective) material in real life. Even low reflectivity materials in a PBR system should not have a zero specular component - everything reflects to some extent. 2. "Everything has Fresnel". Also Hable's concept. This is related to the notion that the sides of all materials as seen by an observer have a high reflectivity. Generally has to be done in-engine and in my mind is actually one of the weakest areas of modern engines right now, usually requires a custom shader. 3. "Everything has microsurfaces". Nothing in real life is perfectly smooth. Very few things are even close to it. That means just about all surfaces need normal maps/height maps that have microtextures. A metal wall might seem "flat" to a macroscopic observer, but up close it has little bumps, hills, valleys, and so on, and when designing textures that has to be taken into account. 4. "Everything is detailed". This is not a formal PBR principle, just my own saying - but basically it says that low-res textures don't cut it. 2K or better for realtime game engines and 4K or better for photorealistic or architectural static shots seems to be an absolute requirement. Here's a shot of some materials I'm working on for a texture pack using PBR principles - but all the materials in question here are using at most four maps: "diffuse" (actually just base color in this case - there's a lot of pre-baking of light and shadow), normal, occlusion, and secondary diffuse (used to add noise to tiled textures at a different scale than the original). The important factor is that all the textures were rendered with microsurfaces, just about all are high-res (2K), and all have a non-zero reflectivity - so really only points 1 and 3 and 4 are implemented - and I'd say it still looks pretty good. http://imgur.com/a/uDEeL ![]() "A house in Beverly Hills
Your daddy paying the bills A life of power and wealth Beautiful...but it helps" Pet Shop Boys, "Love, Etc.", Gui Buratto Remix |
|
Posted: November 19, 2016 7:34 pm | ||
CaliCoastReplay
![]() |
For more resources:
https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice https://www.fxguide.com/featured/game-...rendering/ And a few more notes on PBR: * PBR observes conservation of energy. This has lots of implications for "genuine PBR" and engine coders, but one of the most basic can be simulated in simpler engines simply by making materials are highly reflective darker in their non-reflective areas, simulating the fact that not a lot of diffuse light is getting to the areas of the object without a specular highlight - it's all being reflected. * PBR likes area lights and not directional lights, as Sebastien Lagarde of the Remember Me team notes. The kind of uniform light field represented by our traditional "uniform directional light" just isn't really very accurate in real life. In my experience, that goes double for indoor scenes - windows, ceiling lights, and other usual indoor light sources are much more like spotlights, and things like candles/torches are much more like point lights. So if you want a good scene in a traditional engine that uses PBR principles, kill the uniform directional lighting as much as possible and use other light sources instead. I'm still a baby in the space myself, so I'd really love to hear from some of the real PBR professionals here. "A house in Beverly Hills
Your daddy paying the bills A life of power and wealth Beautiful...but it helps" Pet Shop Boys, "Love, Etc.", Gui Buratto Remix |
|
Posted: November 19, 2016 9:11 pm | ||
GMM
Moderator
Posts: 3491 |
I believe there should be an update in this thread.
Starting from version 9, Filter Forge fully supports PBR shaders for Unity and Unreal Engine, as well as a generic shader that can be made compatible with any other 3D engine. |
|
Posted: October 17, 2019 9:48 am | ||
CorvusCroax
![]() |
This is super great! I sort of stopped using FF because of the lack of integration w/ common render engine material channels. (especially emission / glow.) In the meantime, almost all the tools I use have gone over to full PBR.
|
|
Posted: October 31, 2019 7:10 pm |
Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!
33,712 Registered Users
+19 new in 30 days!
153,533 Posts
+31 new in 30 days!
15,348 Topics
+73 new in year!
270 unregistered users.