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Whatever I'm up to in Leadwerks

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PBR update

Main post available here   I first presented my PBR work about a year ago, since then I've been tweaking and making improvements.   Over the past 6 months Leadwerks has had some great updates for graphics junkies like me .The HDRi and environment probe features look great and have helped with 2 of the main issues with the last PBR system. Now what you see in the editor is what you get in the game, and HDR means proper tonemapping and a wider range of possible light intensities. Both of

Mattline1

Mattline1

Physically Based Rendering (C++)

(Wait all day for a bus and two turn up at once)   As part of my final year university work I’ve been looking into Physically Based Rendering(PBR) and its implementation. PBR is a method of generating images that takes physical values into account, this means lighting behaves much more predictably and accurately.     This link https://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ gives a fantastic, and in depth look into how PBR works in Remember Me. Notably, PBR s

Mattline1

Mattline1

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