Physically based rendering Judas learning


#1

Ok moving my figuring this out thread from the picture thread to be less annoying

I got quixel
So i’m doing it from that perspective

What I understand so far is
You make up your model in blender make norm diffuse and spec maps as normal
then you press the D button and load in the .blend file or what have you
then you have a pile of smart materials
these are initially predefined into catagories of things like
gnarly scratched leather
quasi futuristic scratched yet rusty space ship
these can be added to a model to make them pretty

it sounded like there is a method to get these back into hifi
sooooo what do i save and export
huh huh huh

http://www.clement-foucault.com/#blender_pbr pbr in blender hmmm


#2

Blender has PBR rendering through cycles. Just saying.


#3

is that built in?

which is to say if i can keep my workflow Blender based thats gotta be better


#4

Yeah only down side is, FBX doesnt support PBR values out of box.


#5

Are pbr values like a standard set of things? I’m picturing them like ior values on glass
@AlphaVersionD posted like a list of them https://alphas.highfidelity.io/t/random-picture-thread/244/3619?u=judas are they kinda standardized between platforms
<pbr noob


#6

I always knew @judas had an obsession with Olivia Newton John now finally confirmed in a document.


#7

Not exactly.

Forexample,

Unity has a differently naming convention vs Unreal, but they are similar.

Albedo however is practically the reflection coefficient, or Roughness value of a material.


#8

Going to plop this here instead of emailing it to myself as others may find it useful.