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PBR update


Mattline1

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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 tongue.png .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 which are important for realistic PBR.

 

I currently plan on using this for my current project, so expect consistent updates as I battle test it.

The current build is available on github. Any issues and suggestions to help improve it are welcome.

Sponza.jpg

 

 

 

 

 

Limitations / improvements

  • Requires a gamma-correction post process shader. Not a huge issue, adding a pp is pretty easy but still something to remember.
  • Currently the built in environment probes are stored in a low dynamic range. This leads to clamping and precision errors as HDR values move towards extremes. this limits the usefulness of HDR. This is an engine issue.
  • Probes also use simple mipmapping for different roughness values, PBR often performs a convolution on stored cube-maps to better match reflection blurring due to roughness. A fix may be possible for this, but would require C++.

 

Racer.jpg

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12 hours ago, DoomSlayer said:

demo is missing

I removed it from the main repo to speed up download times. The files available under releases have the old demo in.

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