Be based on the microfacet surface model.For a PBR lighting model to be considered physically based, it has to satisfy the following 3 conditions (don't worry, we'll get to them soon enough): Physically based rendering is still nonetheless an approximation of reality (based on the principles of physics) which is why it's not called physical shading, but physically based shading. One of the bigger advantages of authoring materials based on physical parameters is that these materials will look correct regardless of lighting conditions something that is not true in non-PBR pipelines. Not only does it look better, as it closely approximates actual physics, we (and especially the artists) can author surface materials based on physical parameters without having to resort to cheap hacks and tweaks to make the lighting look right. ![]() ![]() As physically based rendering aims to mimic light in a physically plausible way, it generally looks more realistic compared to our original lighting algorithms like Phong and Blinn-Phong. PBR, or more commonly known as physically based rendering, is a collection of render techniques that are more or less based on the same underlying theory that more closely matches that of the physical world.
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