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.
PBR - Physics Based Rendering
- psi29a
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Re: PBR - Physics Based Rendering
Professional Bull Riders?
Pabst Blue Ribbon?
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.
Pabst Blue Ribbon?
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
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!
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!
- psi29a
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Re: PBR - Physics Based Rendering
You do realize that Hrnchamd is one of 'you guys', right?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.
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
Well then ignore my posts. I am a bit over exited atm. I guess 'you guys' will talk once Hrnchamd is done.psi29a wrote:PeterBitt wrote:You do realize that Hrnchamd is one of 'you guys', right?
Thanks for the link.
- psi29a
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Re: PBR - Physics Based Rendering
It is really neat stuff!
Re: PBR - Physics Based Rendering
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).
- psi29a
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Re: PBR - Physics Based Rendering
I decided to ask Hrnchamd directly and this was the reponse:
So there you go!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.
Re: PBR - Physics Based Rendering
Nice! 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.psi29a wrote:I decided to ask Hrnchamd directly and this was the reponse:
So there you go!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.
Re: PBR - Physics Based Rendering
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.