Here is a great article about PBR in Monsters University: fxguide feature on Monsters University Inputs and TerminologyĪrtists who are unfamiliar with the concept of PBR systems often assume that content creation is drastically different, usually because of the terminology that is used. Even if you’re creating a unicorn that farts rainbows, you still generally want that unicorn to obey the physics of light and matter.Ī great example of this is Pixar’s work, which is very stylized, yet often on the cutting edge of material accuracy. If your goal is to create a fantastical, stylized world, having accurate material definition is still very important. 8) Can a PBR system be used to create stylized art? However, if you’re not used to working with gloss maps, it may be somewhat of an adjustment to put certain detail in the gloss map that you would otherwise add to the specular map. No, gloss or roughness maps define the microsurface of the material (how rough or smooth it is), and do not replace a specular intensity map. with a metalness workflow) but it is still required in a PBR system. You may not have a map to directly set reflectivity (e.g. Specular reflection intensity, or reflectivity is still a very important parameter in PBR systems. No, similar to the metalness map input, IOR is simply an alternate method to define reflectivity. 5) Do I need to use index of refraction (IOR) for it to be PBR? No, a metalness map is just one method of determining reflectivity and is generally not more or less physically accurate than using a specular color/intensity map. 4) Do I need to use a metalness map for it to be PBR? A PBR system is a combination of physically accurate lighting, shading, and properly calibrated art content. Not necessarily simply using a PBR shader does not make your artwork physically accurate. 3) If I use a PBR shader does that mean my artwork is physically accurate? Creating your own scan data is a very technical and time consuming process, and in most cases not necessary. Alternatively, you can find known values from various 3rd party sources, like Quixel’s Megascans service. No, generally you will be provided with reference for common materials by your studio. 2) Will artists need to capture photographic reference with a polarized camera system for every material they wish to create? However, likely not more difficult than picking up a traditional normal map based workflow. If your experience lies mostly with hand painted/mobile work, learning the new techniques and workflows outlined here may be more of a challenge. Most of the concepts here are simple and easy to pick up. Terminology tends to be one of the biggest stumbling blocks for artists, so I have written a section on various terms and translations below. If you have experience with previous generation shaders which use dynamic per-pixel lighting you already possess much of the knowledge necessary to create content for a PBR system. 1) I don’t know how to use a PBR system, will I need to re-learn how to create art content? PBR FAQsīefore we get started, it’s important to cover common questions that usually pop up when people talk about PBR. It also makes it easier from an art direction perspective to ensure that content created by a team of artists will look great in every lighting condition. Having consistent base materials takes the guess work out of material creation for individual artists. Marmoset Toolbag supports most of the common inputs that you would expect to find in a PBR system.īeyond rendering quality, consistency is the biggest reason to use measured values. However, as every PBR system is based on the same principal idea (render stuff as accurately as possible) many concepts will transfer easily from project to project or engine to engine. PBR is more of a concept than a strict set of rules, and as such, the exact implementations of PBR systems tend to vary. Physically based rendering (PBR) refers to the concept of using realistic shading/lighting models along with measured surface values to accurately represent real-world materials. Fast becoming a standard in the games industry due to increased computing power and the universal need for art content standardization, physically based rendering aims to redefine how we create and render art.
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