DooMAGE Posted July 16, 2016 Share Posted July 16, 2016 Hello guys, I did some research here and found that there is various ways to bring PBR to the Leadwerks made by the community members. Which PBR solution do you guys like more? Rastar (No download link or instructions) http://www.leadwerks.com/werkspace/blog/117/entry-1634-pbr-lighting-in-leadwerks/ Mattline1 (Still compatible with 4.0+ ?) https://github.com/Mattline1/LeadwerksPBR http://www.leadwerks.com/werkspace/blog/186/entry-1639-physically-based-rendering-c/ Shadmar http://www.leadwerks.com/werkspace/blog/101/entry-1660-substances-metal-and-roughness-and-leadwerks/ Know other PBR projects? Please share with the community 1 Quote My Leadwerks games! https://ragingmages.itch.io/ Link to comment Share on other sites More sharing options...
Josh Posted July 16, 2016 Share Posted July 16, 2016 Don't forget the built-in environment probes, which are basically the same thing: http://www.leadwerks.com/werkspace/page/tutorials/_/lights-r4 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
psychoanima Posted July 16, 2016 Share Posted July 16, 2016 I like environment probes to be honest, with other solutions you have to input Environment map as a texture, probes in LE are generating environment map automatically and from what's inside the scene. That's for indoor scenario, for outdoor I don't know how things are working with LE probes if I want to have the sky as environment map. 1 Quote Link to comment Share on other sites More sharing options...
Genebris Posted July 16, 2016 Share Posted July 16, 2016 I have only used Shadmar's solution and it's amazing. Solution by Mattline1 requires messing with C++ and I don't even have VS on my PC at the moment because I'm limited on space on system drive so that's a problem for me for now, while Shadmar's PBR just replaces some shaders and everything works. 1 Quote Link to comment Share on other sites More sharing options...
reepblue Posted July 16, 2016 Share Posted July 16, 2016 I also made a cubemap factory for Shadmar's shaders it and the results were pretty impressive. It had a few flaws though. http://www.leadwerks.com/werkspace/blog/164/entry-1661-building-cubemaps-in-leadwerks/ It might be possible to merge Shadmar's Shaders and the Probe System. I haven't tried, but all you'd have to do is remove the cubemap texture and link the roughness map/settings with the editor's slider. I've thought about it, but never had a chance to do it. Matt's system looks the best, but has a lot of gotcha's. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
shadmar Posted July 19, 2016 Share Posted July 19, 2016 You could sample the probe cubemap, havent tried it yet, but Josh says it's the first texture of the probe entity's material. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
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