PBR - Physics Based Rendering

A generic talk on the OpenMW project.


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MiroslavXO

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Re: PBR - Physics Based Rendering

Post16 Feb 2017, 12:11

I was messing around with PBR yesterday.
Can anyone import this into a game so I can see how it looks.

https://www.artstation.com/artwork/BJzK6

Here is the axe .fbx file

http://www.filedropper.com/axe
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Svetomech

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Re: PBR - Physics Based Rendering

Post16 Feb 2017, 12:16

OpenMW doesn't support PBR as far as I know.
UPD: Oops, thought this was the first page of the topic.
Last edited by Svetomech on 16 Feb 2017, 14:08, edited 2 times in total.
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MiroslavXO

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Re: PBR - Physics Based Rendering

Post16 Feb 2017, 12:24

I know, need MGE XE, but I have no clue how to import custom mesh.
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halbe

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Re: PBR - Physics Based Rendering

Post16 Feb 2017, 19:30

MiroslavXO wrote:I know, need MGE XE, but I have no clue how to import custom mesh.

Everything you need to know should be here:
Mesh info: https://wiki.openmw.org/index.php?title ... esh_Format
Texture info: https://wiki.openmw.org/index.php?title ... tive_files

Note that if you're using PBR materials it won't pick up on those, only the textures listed on the second wiki page.
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Pherim

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Re: PBR - Physics Based Rendering

Post17 Feb 2017, 09:17

The download contains an .fbx file I can't open in Blender or convert to other formats for some reason, so I can't get it into the game. I could open it directly in the Unity engine, but there are no textures included, so no PBR either way. :roll:
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MiroslavXO

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Re: PBR - Physics Based Rendering

Post17 Feb 2017, 12:26

I use latest .fbx that ships with Maya 2017. So I'm using StingrayPBS material and that's probably why you can't open in Blender.
But here is the axe mesh as .obj and all the maps I have created.

http://www.filedropper.com/axenew


So in Blender or any other similar application it should look something like this when you apply material and maps.

http://imgur.com/YXyMRce
http://imgur.com/Lv64i0m

Only problem there can be is that axe mesh needs to be rescaled, I did this just as quick test not comparing the scope and the size of games weapon assets.
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Ignis

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Re: PBR - Physics Based Rendering

Post17 Feb 2017, 17:02

PBR doesn't give so much new possibilities for 3D-artists. Also, old reflection/glossiness pipeline is much more easy to work with. I think, current OpenMW render is pretty nice, for example:
Image

P.S.The only feature I would like to see is subsurface scattering maps.
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Capostrophic

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Re: PBR - Physics Based Rendering

Post17 Feb 2017, 17:59

Ignis wrote: I think, current OpenMW render is pretty nice.

It has many limitations.
shitty lingua anglica grammar ftw
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Chris

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Re: PBR - Physics Based Rendering

Post17 Feb 2017, 18:00

Ignis wrote:Also, old reflection/glossiness pipeline is much more easy to work with.

Unless you want consistency. PBR is intended to better model how light actually works, so there's less guesswork involved in generating the values, and it reacts appropriately to changing environments. You can make a screenshot using the old standard pipeline look just as good as a similar screenshot that uses PBR. But move around the objects and change the lighting, and PBR will retain appropriate lighting behavior and still look accurate, while the non-PBR results will need more tweaking to make it look right again.
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MiroslavXO

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Re: PBR - Physics Based Rendering

Post17 Feb 2017, 18:08

Ignis wrote:PBR doesn't give so much new possibilities for 3D-artists. Also, old reflection/glossiness pipeline is much more easy to work with. I think, current OpenMW render is pretty nice, for example:

P.S.The only feature I would like to see is subsurface scattering maps.


I guess it's personal preference, but I really think you are wrong here, especially for the first two sentences.
It gives you super and easy workflow, plus accuracy.

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