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
PBR and Graphics Improvements implementation
PBR and Graphics Improvements implementation
Last edited by Methelina on 03 Sep 2016, 16:04, edited 3 times in total.
Re: PBR implementation
Try adding
to ~/.config/openmw/settings.cfg.
Code: Select all
[Shaders]
force shaders = true
Re: PBR implementation
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/
http://forums.bethsoft.com/topic/159376 ... ototype-2/
Re: PBR implementation
Thx a lot guys!
Force shaders - works!
And thanx for the link X)
Force shaders - works!
And thanx for the link X)
Re: PBR implementation
I sent him Skype request XD hope he will answerBr0ken 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/
Re: PBR implementation
Really looking forward to see if you get this to work. Even though it would mean I have to redo all my textures. Damn.
- AnyOldName3
- Posts: 2678
- Joined: 26 Nov 2015, 03:25
Re: PBR implementation
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.
Re: PBR implementation
I have to research a bit about that then.
Re: PBR implementation
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.
Roughness can be get from the named list. I always use this chart to make a materials with good enough roughness.
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.
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.
Roughness can be get from the named list. I always use this chart to make a materials with good enough roughness.
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
https://blog.sketchfab.com/tutorial-ble ... -workflow/
There are another very good article about what and how to work with PBR at Blender
There are another very good article about what and how to work with PBR at Blender