PBR
- PBR(Physical based rendering) / PBS(Physical based shader)
Energy = diffuse + specular + transmission
- https://renderwonk.com/publications/
[Ndc13]Ndc 2013 김동석:UDK로 물리기반 셰이더 만들기
siggraph 2010 tri-Ace Practical Implementation of Physically-Based Shading Models at tri-Ace (Yoshiharu Gotanda) slide cource notes
siggraph 2011 Lazarov Physically Based Lighting in Call of Duty: Black Ops Dimitar Lazarov, Lead Graphics Engineer, Treyarch
Sébastien Lagarde Moving Frostbite to PBR (Sébastien Lagarde & Charles de Rousiers) https://blog.selfshadow.com/publications/s2014-shading-course/frostbite/s2014_pbs_frostbite_slides.pdf
- Etc
- BSDF(Bidirectional Scattering Distribution Function)
- BTDF(Bidirectional Transmission Distribution Function)
- BSSRDF(Bidirectional Scattering Surface Reflectance Distribution Function)
- SPDF(Scattering Probability Density Function)
Custom PBR
TODO
- https://www.slideshare.net/dongminpark71/ndc19-pbr-143928930
- 언차티드4 테크아트 파트4 Special Case Materials - Moss & Wetness & Glass
- 언차티드4 테크아트 파트3 MicroShadowBRDF Term
Ref
- https://www.slideshare.net/MRESC/pbr-vol2-131205432
- Adobe The PBR Guide
https://leegoonz.blog/2020/01/05/energy-conserved-specular-blinn-phong/ https://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/
재질
- https://dev.epicgames.com/documentation/en-us/unreal-engine/physically-based-materials-in-unreal-engine
- https://creativecloud.adobe.com/learn/substance-3d-designer/web/the-pbr-guide-part-1
- https://creativecloud.adobe.com/learn/substance-3d-designer/web/the-pbr-guide-part-2
custom
난반사(Diffuse Reflection) 정반사(Specluar Reflection)
정반사 | 난반사 | |
---|---|---|
비금속 | 흰색 | 기본색 |
금속 | 기본색 | 흰색 |
- 방식
- ref
- 물리기반 머터리얼 상식
- 직접광보다 간접광(Environment map)이 중요.
- https://marmoset.co/shop/
- Perpetual License $31900one-time fee (USD)
- https://marmoset.co/shop/
- 직접광보다 간접광(Environment map)이 중요.
- 디퓨즈와 스페큘러
- How To Split Specular And Diffuse In Real Images
- https://lifeisforu.tistory.com/382
- https://www.virial.com/reflection-models.html
- 물리기반 머터리얼 상식
- metal - roughness
- base color : brdf color
- metallic : reflectance ( specular level, Index of Refelection - 별명이 artistic metallic - 1.6)
- roughness: glossiness를 선형화 시켜서 뒤짚은 값.
- 사람은 대략 0.5
- specular / glossiness
- diffuse(albedo (알비도)) / specular / glossiness
- ref
base color/metalic / roughness 방식
- 단점
- 텍셀 밀도가 낮을시 metalic edge 현상 발생
- base color
- PBR Safe Color
- https://helpx.adobe.com/substance-3d-designer/substance-compositing-graphs/nodes-reference-for-substance-compositing-graphs/node -library/material-filters/pbr-utilities/pbr-albedo-safe-color.html
- https://helpx.adobe.com/substance-3d-designer/substance-compositing-graphs/nodes-reference-for-substance-compositing-graphs/node-library/material-filters/pbr-utilities/pbr-basecolor-metallic-validate.html
- PBR Safe Color
- 메탈릭
- albedo : 밝아야함(생각보다 어둡게 나오는 경우가 많음)
- 금속/비금속을 나누는 기준임으로 어중간한 값들의 사용은 자제해야한다.
- 거칠기 : 높을수록 정반사 비율이 낮아짐.
- 기울여 봐야 Fresnel의 차이를 확인 할 수 있음.