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PBR - Physics Based Rendering

Posted: 25 Jan 2016, 12:22
by PeterBitt
Hrnchamd, coding god over at Bethesda forums, recently implemented PBR support into MGEXE. Even the early and not very poslished results are mindblowing: https://www.youtube.com/watch?v=fBZWejn ... e=youtu.be

Just want to let you guys know about this, before you put lots of work into bringing back the old specularity+normal maps implementation you had before OSG.

Absolutely fantastic would be if you could adobt the same approach to material maps and text files Hrnchamd used, so that MGEXE PBR assets could be instantly used within OpenMW PBR without changing anything.

Details in MGEXE thread: http://forums.bethsoft.com/topic/153252 ... ry24872360

As always I could help out on the art side of things and provide some testing showcase much like you see in the video above.

Re: PBR - Physics Based Rendering

Posted: 25 Jan 2016, 12:51
by psi29a
Professional Bull Riders?
Pabst Blue Ribbon?

:P

Hrnchamd is a coding god of OpenMW too. ;) Do a forum search here or talk to him in #openmw.

If he thought it was a good idea, he can always make a branch here to test it out.

Re: PBR - Physics Based Rendering

Posted: 25 Jan 2016, 14:07
by PeterBitt
In the title you can find the translation for PBR ;)

Yeah dont know who does what or what youre plans are, just thought I drop this here. In the end you guys decide but it would indeed be very very nice if both engines would support the same features and stuff could be exchanged without adjustments.

Keep up the great work!

Re: PBR - Physics Based Rendering

Posted: 25 Jan 2016, 14:40
by psi29a
PeterBitt wrote:In the end you guys decide but it would indeed be very very nice if both engines would support the same features and stuff could be exchanged without adjustments.
You do realize that Hrnchamd is one of 'you guys', right? :)

Looks like OSG needs some work to support PBR, but I could be mistaken.

Have a read here: http://blog.wolfire.com/2015/10/Physica ... -rendering

Re: PBR - Physics Based Rendering

Posted: 25 Jan 2016, 14:59
by PeterBitt
psi29a wrote:
PeterBitt wrote:You do realize that Hrnchamd is one of 'you guys', right? :)
Well then ignore my posts. I am a bit over exited atm. I guess 'you guys' will talk once Hrnchamd is done.
Thanks for the link.

Re: PBR - Physics Based Rendering

Posted: 25 Jan 2016, 16:56
by psi29a
It is really neat stuff! :)

Re: PBR - Physics Based Rendering

Posted: 26 Jan 2016, 02:18
by Chris
I remember that physically-based rendering was once looked at back when we were using Ogre. It was written off at the time because the vanilla game's models and such didn't really work with the type of information a physically-based renderer needs. If Hrnchamd made a work-around for that, perhaps it's worth considering again (though likely not until after 1.0; I'm still hoping for a deferred shading renderer too).

Re: PBR - Physics Based Rendering

Posted: 26 Jan 2016, 07:57
by psi29a
I decided to ask Hrnchamd directly and this was the reponse:
Hrnchamd wrote:It should be possible to consult with scrawl on adding the required pieces. Creating the textures requires a lot of artist education which I should focus on right now. I'll visit the openmw forums once it's stabilized.
So there you go! :)

Re: PBR - Physics Based Rendering

Posted: 26 Jan 2016, 09:06
by lysol
psi29a wrote:I decided to ask Hrnchamd directly and this was the reponse:
Hrnchamd wrote:It should be possible to consult with scrawl on adding the required pieces. Creating the textures requires a lot of artist education which I should focus on right now. I'll visit the openmw forums once it's stabilized.
So there you go! :)
Nice! :D If Hrnchamd is really focusing on education for artists, there might pop up quite a lot of new graphics for MGE with this technique in the future. Would be such a great possibility if OpenMW could use them right away.

Re: PBR - Physics Based Rendering

Posted: 26 Jan 2016, 10:53
by mychaelo
What he really means is that you basically need to redo all the textures with transition from traditional to PB rendering. As a basic example, you cannot use any form of shade/highlight in PB assets.