Physically based shading



Primary Inputs:

  • Albedo(Diffuse) : Should not have lighting; Metal have no diffuse(black);
  • Specular: Only metals have colored specular; Non-metals: gray and quite dark; Very few details in a single material;
  • Roughness(Surface smoothness, glossiness): 0=rough, 1=smooth;
  • Normal map: tangent space normal map;

Optional Inputs:

  • Emission
  • Ambient Occlusion
  • Heightmap(for parallax)
  • Detail albedo/normal maps

Automatic Inputs:

  • Shadowmaps
  • Lightmaps








Reference:

1. Game environments-Part A: rendering Remember Me: http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/

2. Practical Physically Based Shading in Film and Game Producetion: http://blog.selfshadow.com/publications/s2012-shading-course/

3. Physically Based Shading in Theory and Practice: http://blog.selfshadow.com/publications/s2013-shading-course/

4. Physically Based Shading in Theory and Practice: http://blog.selfshadow.com/publications/s2014-shading-course/

5. Basic Theory of Physically-Based Rendering: http://www.marmoset.co/toolbag/learn/pbr-theory

6. PBR In Practice: http://www.marmoset.co/toolbag/learn/pbr-practice

7. http://www.pbrt.org/

8. Physically Based Shading in UE4: https://www.unrealengine.com/blog/physically-based-shading-in-ue4

9. Unity Physically Based Shading: http://aras-p.info/texts/files/201403-GDC_UnityPhysicallyBasedShading_notes.pdf

10: static sky unite: http://framebunker.com/blog/static-sky-unite-presentation/ 

11: Physically-Based Shading Models in Film and Game Production: http://renderwonk.com/publications/s2010-shading-course/

评论 1
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值