Documentation
Русский
  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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On this page
  • Introduction to PBR
  • From Phong to PBR
  • Cook-Torrance Model
  • Key benefits of Physically Based Rendering
  • Useful PBR Resources
  1. Textures and Materials

Physically Based Rendering

Introduction to PBR

Physically Based Rendering (PBR) is a rendering technique based on physical and mathematical principles, providing realistic visual reproduction of materials in modern game engines and visualization software. PBR achieves significant visual similarity to real materials, including metals and dielectrics.

From Phong to PBR

Past lighting models like Phong used an empirical approach that simulated materials like plastic well but was limited for other surfaces. Unlike Phong, PBR offers a unified approach backed by physically-based lighting models.

Cook-Torrance Model

Within the GEM RTS, the Cook-Torrance model, one of the most validated and effective within the PBR framework, is used. This model accurately reproduces the interaction of light with different types of surfaces.

Key benefits of Physically Based Rendering

  • Efficiency Optimized for modern graphics cards, PBR can be used in real-time without significant performance losses.

  • Consistency Rendering with PBR ensures visual effect stability when lighting conditions change.

  • Intuitiveness PBR material parameters are easy for artists and modelers to understand, simplifying the material creation and editing process.

  • Tools Many tools are available for working with PBR materials, such as Substance Painter, 3D Coat, and Marmoset, which offer capabilities for creating, editing, and exporting PBR textures.

PBR has become the standard in modern 3D rendering, providing developers with tools to create visually appealing and physically plausible scenes and objects in games.

Useful PBR Resources

Here is a list of resources related to PBR (Physically Based Rendering) that may be useful for learning and applying this technology:

  • Texture Library Ambientcg.com provides a variety of textures that can be used in PBR workflows.

Last updated 12 months ago

Detailed information about physically-based rendering.

A document explaining the properties of materials in the context of PBR.

A guide to creating materials for use with the PBR system.

An interactive program on ShaderToy that allows real-time adjustment of material and lighting parameters.

An article on converting traditional textures to formats suitable for PBR.

Physically Based Rendering in Filament
CRAFTING PHYSICALLY-BASED MATERIALS
Filament Materials Guide
[SH17C] Physically Based Shading
PBR Texture Conversion