@agatestudio
Physically Based
Rendering
Gege
Knight
Agate Studio
@agatestudio
PBRAgate Studio 2014
@agatestudio
Physically Based Rendering
• New method in producing 3D art
• Based on a more realistic reasoning theory
• We...
@agatestudio
PBR IN THEORY
@agatestudio
Diffusion and Reflection
• Usually known as “diffuse” and “specular” light.
@agatestudio
Diffusion and Reflection
@agatestudio
3 Diffuse Phenomenon
Diffuse Translucent Transparent
@agatestudio
Energy Conservation
• Light leaving a surface can not be brighter than the
lights that fell upon it.
@agatestudio
Metal VS Insulator
• Metals are more reflective than insulators
– Metal: 60-90%
– Insulator: 0-20%
• Metal ti...
@agatestudio
Fresnel
• All smooth object will reflect perfectly on grazing
angles.
@agatestudio
Microsurface
• Irregularity of object surface
• Finer than 1 pixel, can not be described using normal
map (sa...
@agatestudio
Energy Conservation
• Rough surface = dim and spread reflection
@agatestudio
Microsurface
• Gloss directly affects the brightness of reflections
@agatestudio
PBR IN PRACTICE
@agatestudio
Energy Conservation
@agatestudio
Albedo
@agatestudio
Microsurface / Smoothness / Gloss
@agatestudio
Reflectivity
• 3 different workflow:
– Specular map
– Metal map
– IOR
@agatestudio
Fresnel
• Can not be controlled, but you should know what to
expect
Thank You!
( Demo and FAQ while we’re on break! )
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Physically Based Rendering by Gege

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Physically Based Rendering by Gege

  1. 1. @agatestudio Physically Based Rendering Gege Knight Agate Studio
  2. 2. @agatestudio PBRAgate Studio 2014
  3. 3. @agatestudio Physically Based Rendering • New method in producing 3D art • Based on a more realistic reasoning theory • We will discuss: – Basic theory – Marmoset Toolbag Demo – dDo workflow (if time permits)
  4. 4. @agatestudio PBR IN THEORY
  5. 5. @agatestudio Diffusion and Reflection • Usually known as “diffuse” and “specular” light.
  6. 6. @agatestudio Diffusion and Reflection
  7. 7. @agatestudio 3 Diffuse Phenomenon Diffuse Translucent Transparent
  8. 8. @agatestudio Energy Conservation • Light leaving a surface can not be brighter than the lights that fell upon it.
  9. 9. @agatestudio Metal VS Insulator • Metals are more reflective than insulators – Metal: 60-90% – Insulator: 0-20% • Metal tints reflected color • Metal absorbs lights that penetrates
  10. 10. @agatestudio Fresnel • All smooth object will reflect perfectly on grazing angles.
  11. 11. @agatestudio Microsurface • Irregularity of object surface • Finer than 1 pixel, can not be described using normal map (sanely)
  12. 12. @agatestudio Energy Conservation • Rough surface = dim and spread reflection
  13. 13. @agatestudio Microsurface • Gloss directly affects the brightness of reflections
  14. 14. @agatestudio PBR IN PRACTICE
  15. 15. @agatestudio Energy Conservation
  16. 16. @agatestudio Albedo
  17. 17. @agatestudio Microsurface / Smoothness / Gloss
  18. 18. @agatestudio Reflectivity • 3 different workflow: – Specular map – Metal map – IOR
  19. 19. @agatestudio Fresnel • Can not be controlled, but you should know what to expect
  20. 20. Thank You! ( Demo and FAQ while we’re on break! )

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