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

Ref

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)

정반사난반사
비금속흰색기본색
금속기본색흰색
  • 방식
    • ref
    • 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

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
  • 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.