[Bf-committers] What are the plans regarding PBR?

Varanda - CG Labs cglabs at mail.com
Thu Jan 28 02:55:25 CET 2016


Fantastic news. Meanwhile, Clement did a cool hack for providing PBR:

http://www.clement-foucault.com/#blender_pbr <http://www.clement-foucault.com/#blender_pbr>

Available for Win/Mac so far.

Varanda

> On Wed, Jan 27, 2016 at 4:51 PM, Ton Roosendaal <ton at blender.org> wrote:
> 
>> Hi,
>> 
>> Plenty of plans in this area, and we already started work on it.
>> Check the code.blender.org blog to read up on the design proposals and
>> planning.
>> 
>> -Ton-
>> 
>> --------------------------------------------------------
>> Ton Roosendaal  -  ton at blender.org   -   www.blender.org
>> Chairman Blender Foundation - Producer Blender Institute
>> Entrepotdok 57A  -  1018AD Amsterdam  -  The Netherlands
>> 
>> 
>> 
>>> On 27 Jan, 2016, at 13:35, Juan Linietsky <reduzio at gmail.com> wrote:
>>> 
>>> The whole industry is moving to physically based rendering, and suddendly
>>> tools like Substance Painter, Marmoset, Unreal Engine 4, etc.  boomed
>>> 
>>> Having worked with it, it is safe to say that the current
>> diffuse/specular
>>> model is obsolete.
>>> 
>>> So my question is, are there any plans for Blender to move to this?
>>> Currently for us, game developers, we need to move our models to
>>> proprietary tools to do texture painting. I know there are a few scripts
>>> for Blender to aid on this, but this is something that needs to be
>>> supported in core.
>>> 
>>> Cheers!
>>> 
>>> Juan
>>> _______________________________________________
>>> Bf-committers mailing list
>>> Bf-committers at blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>> 
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> 
> 
> 
> -- 
> Douglas E Knapp, MSAOM, LAc.
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