Peter Posted March 20, 2015 Share Posted March 20, 2015 hi will babylon.js support physically based rendering in the future? thanks Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 20, 2015 Share Posted March 20, 2015 That's a funny question What's PBR? can you define what you are looking for? The main shader of Babylon.js already support:- roughness- fresnel everywhere- spec/diffuse- Reflection probes The only missing piece is env light but I plan to support it on 2.2 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted March 23, 2015 Share Posted March 23, 2015 Maybe he means rendering with lights described via photometric data (intensity expressed in lumen or cd/m2, hdr camera, lighting area shapes, IES files) ? Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted March 23, 2015 Share Posted March 23, 2015 BTW, what and where are those Reflexion probes ? Quote Link to comment Share on other sites More sharing options...
eddietoast Posted March 23, 2015 Share Posted March 23, 2015 Maybe Disney/GGX, IBL, Roughness/Gloss Map, "Conserve Energy" Blinn-Phong... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 23, 2015 Share Posted March 23, 2015 Reflections probes are used to generates cubemaps. We directly support thoses cube maps for reflection channel Roughness/glossmap could be added to current shader. But we could also think about a PBR shader that will supported more directly a PBR pipeline Quote Link to comment Share on other sites More sharing options...
eddietoast Posted March 24, 2015 Share Posted March 24, 2015 Metallic workflow please Quote Link to comment Share on other sites More sharing options...
Peter Posted March 24, 2015 Author Share Posted March 24, 2015 oh sorry i was sick for a few days umm.. just like https://sketchfab.com/pbr i'm not familiar with it, but i think it not used in game. peter Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 24, 2015 Share Posted March 24, 2015 StandardMaterial can achieve the same rendering Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted March 24, 2015 Share Posted March 24, 2015 Yep, I agree with DK, the current system is clearly enough to obtain that rendering quality! Can't wait to show you some examples but for now I can't communicate on those projects... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 24, 2015 Share Posted March 24, 2015 RAHHH PLEASE:D Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted March 24, 2015 Share Posted March 24, 2015 Unfortunatly it does not rely on me. Pfff... it's always the same with customers... they always want people to wait until projects are enough polished to allow public communication GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted April 9, 2015 Share Posted April 9, 2015 Path-tracing could also be interesting to have in BJS:http://madebyevan.com/webgl-path-tracing/ Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted August 11, 2015 Share Posted August 11, 2015 BTW, one of the most important aspect of using PBR is not the rendering quality, it's the fact that's a completely standardised pipeline.Materials are defining "physical properties" and not visual aspects, so data are really bound to the material itself, and do not depend on the object. So one can create materials libraries usable across projects and engines, with the same correct render look for objects sharing the same material, and that's priceless!Even if we can achieve the same rendering quality with current StandardMaterial, PBR would still be a great addition to BJS. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 11, 2015 Share Posted August 11, 2015 So you think about a PBRMaterial right? Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted August 11, 2015 Share Posted August 11, 2015 And to add roughness/glossmap to StandardMaterial would also be very usefull. For instance, currently we need to define many cubemaps to correctly simulate different kind of materials, leading to a huge cost in http requests, having the ability to define the amount of reflection blurriness would save a lot of textures loading. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 11, 2015 Share Posted August 11, 2015 I want to support this (We already have glossiness in specular map alpha). I just need a specular map with alpha to test reflection blurriness Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted August 11, 2015 Share Posted August 11, 2015 Yes, since we have a StandardMaterial, that implies one day there will also be other kinds of materials in the engine . Seriously, a PBRMaterial would be the way. This material would be an alternative to StandardMaterial, usable with every PBR materials libraries still existing. It would use the shader algorithms typically used for PBR. Don't know if it's complex to implement since I've never had written a shader, but I'm sure all the algorithms are open source and easily accessible since it's standardised. Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted August 12, 2015 Share Posted August 12, 2015 I want to support this (We already have glossiness in specular map alpha). I just need a specular map with alpha to test reflection blurriness It's good to have a map controling reflection blurriness, but in fact we also need to be able to control the reflection intensity (not just by a float like fresnel parameter but really via a map).In fact it would be smart to use the specmap as intensity and glossmap as blurinness for both speculars and reflections (because we barely associate specular and reflection - specular is simulated via reflection to obtain good quality, same principle as in PBR - and when associating both, the used map is generaly the same). Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted August 12, 2015 Share Posted August 12, 2015 Agree:) Quote Link to comment Share on other sites More sharing options...
extrino Posted July 25, 2018 Share Posted July 25, 2018 Hello! I'm totally new... Am I right that there's no support for IES profiles? (I see "Lights" section on Blender exporter page , and I see no IES). Blender recently (May 2018) started to support IES luminaire profiles in dev 2.8 version. If no IES support yet, when do you plan to introduce it? (I am not interested in materials properties, I only need a very specific angular lighting distribution) Thanks. Quote Link to comment Share on other sites More sharing options...
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