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PBR and Graphics Improvements implementation

Posted: 26 Aug 2016, 08:40
by Methelina
Its a Project to improve the rendering pipeline and visual quality of the OpenMW. We plan to add the PBR rendering, proper shadows and some postFX, to make OpenMW looks more apeal for modern users and potential contributors in future.

RoadMap
- PBR
- Shadows
- PostFX

Current Status
- PBR Specular
- PBR Diffuse
- Shadows

________
Done
WIP
Suspended
Deslined

Team
- Me
- Kapukw
- Damiel

Re: PBR implementation

Posted: 26 Aug 2016, 22:01
by MiroslavR
Try adding

Code: Select all

[Shaders]
force shaders = true
to ~/.config/openmw/settings.cfg.

Re: PBR implementation

Posted: 26 Aug 2016, 23:12
by Br0ken
Hrnchamd, author of MGE XE, is working on PBR implementation to vanilla Morrowind. I think that he might help you.

http://forums.bethsoft.com/topic/159376 ... ototype-2/

Re: PBR implementation

Posted: 27 Aug 2016, 08:35
by Methelina
Thx a lot guys!
Force shaders - works!
And thanx for the link X)

Re: PBR implementation

Posted: 27 Aug 2016, 09:56
by Methelina
Br0ken wrote:Hrnchamd, author of MGE XE, is working on PBR implementation to vanilla Morrowind. I think that he might help you.

http://forums.bethsoft.com/topic/159376 ... ototype-2/
I sent him Skype request XD hope he will answer

Re: PBR implementation

Posted: 27 Aug 2016, 16:14
by lysol
Really looking forward to see if you get this to work. Even though it would mean I have to redo all my textures. Damn. :D

Re: PBR implementation

Posted: 27 Aug 2016, 18:13
by AnyOldName3
Technically it should be possible to bake a set of albedo/metalness/roughness/(cavity) textures for a PBR material into a traditional diffuse/specular set, so you could just switch to a PBR workflow now, and at least not have to redo anything produced after this point in time. I don't know, however, what software, if any, has a quick and easy way to do this. :P

Re: PBR implementation

Posted: 27 Aug 2016, 18:26
by lysol
I have to research a bit about that then. :)

Re: PBR implementation

Posted: 27 Aug 2016, 20:26
by Methelina
I can help you a bit http://www.marmoset.co/toolbag/learn/pbr-conversion
Its how to convert the metalness pipeline to specular and vise versa.

Basic thing to know
Albedo = Diffuse - cavity - occlusion - any_light. Its a lightless pure color of the material. Albedo of metals are always black, exclude gold, brass, copper, platinum and some small amount of substances.
Image

Roughness can be get from the named list. I always use this chart to make a materials with good enough roughness.
Image

Metalness is just a separator from insulators and conductors. It will play a role for rendering a proper reflection and light reaction based on roughness.

Things like normal and cavity must be baked from hipoly.

Re: PBR implementation

Posted: 28 Aug 2016, 06:32
by Methelina
https://blog.sketchfab.com/tutorial-ble ... -workflow/
There are another very good article about what and how to work with PBR at Blender