Physically based rendering is gaining increasing traction in the gaming world and with its list of benefits, this growth is no surprise. When the guesswork around authoring surface attributes is removed and artists can set up a material once to be efficiently reused throughout a game, they can spend much more time focusing on the more creative (and fun!) aspects of texturing. Yet in order to take full advantage of a physically based approach and ensure that each material responds as desired to any lighting condition, it is necessary to author with an awareness of how light actually interacts with different surfaces. This talk provides an easily accessible introduction to the principles of lighting and energy conservation before exploring guidelines for authoring infallible surface attribute maps. We will demonstrate the principles discussed and highlight the effect decisions made at the material creation stage affect the final render.
*Presentation was co-presented with Sam Bugden : Senior Technical Artist, Geomerics.