Articles

Starting with PBR (Physically Based Rendering)

if you are CG artist willing to adopt a PBR workflow and need a really good introduction to the subject, you must read these 3 great articles, published at Marmoset site.

BASIC THEORY OF PHYSICALLY-BASED RENDERING, by Jeff Russell

This article explains the main concepts involved in Physically Based Rendering, what PBR represents and how it differs from older rendering methods.

Content

  • Diffusion & Reflection
  • Translucency & Transparency
  • Energy Conservation
  • Metals
  • Fresnel
  • Microsurface
  • Conclusion

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PHYSICALLY-BASED RENDERING, AND YOU CAN TOO!, by Joe “EarthQuake” Wilson

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.
This tutorial covers the basics of art content creation, some of the reasoning behind various PBR standards (without getting too technical), and squashes some common misconceptions.

Content

  • A New Standard
  • PBR FAQs
  • Inputs & Terminology
  • Energy Conservation
  • Albedo
  • Microsurface
  • Reflectivity
  • Fresnel
  • Ambient Occlusion
  • Cavity
  • Finding Material Values
  • Creating Texture Content
  • Artists Questions & Answers
  • References

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PBR TEXTURE CONVERSION, by Joe “EarthQuake” Wilson

In this tutorial, the author demonstrates how content created for traditional shaders can be converted to PBR shaders, how to convert content from one PBR workflow to another, and explains the various differences in modern workflows.

  • PBR: Misconceptions and Myths
  • PBR: What Has Changed?
  • Traditional Content Recap
  • Conversion: Traditional -> PBR Specular
  • Metalness Workflow vs Specular Workflow
  • Conversion: Specular -> Metalness
  • Conversion: Metalness -> Specular
  • Comparisons and Disclaimers
  • Material Logic

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