Physically based rendering theory and resources

 
 

 

PBR theory explained

Physically Based Rendering Encyclopedia

A synthesis of most of the articles below: https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit

 

Marmoset

PBR in practice

A very good example of PBR applied on a 3D asset with Marmoset: Realtime rendering with Marmoset Toolbag

 

Sebastien Lagarde

www.fxguide.com/featured/game-environments-parta-remember-me-rendering/

seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/

 

Allegorithmic

PBR theory and PBR practical guidelines: www.allegorithmic.com/pbr-guide

 

Disney

Physically Based Shading at Disney: disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf

 

IOR and Physically Based Values references

PBR in Unreal: docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html

Many real materials IORs: www.pixelandpoly.com/ior.html

 

PBR Textures

Tools to create PBR textures

Substance Designer, Substance Painter: Allegorithmic.com

NDo, DDo, 3DDo: Quixel.se

 

PBR texture libraries

Substance Database Online: www.allegorithmic.com/products/substance-database-game-texture-library

Megascans: quixel.se/megascans

 

Other

PBR Shader Calibration Scene for Unity 5.x: www.assetstore.unity3d.com/en/#!/content/25422

Unity Calibration Charts: https://oc.unity3d.com/public.php?service=files&t=dfc9aa1491ff905f589408aa136eab23&download