[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 model is obsolete.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
>>> _______________________________________________
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>>
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>
>
>
> --
> Douglas E Knapp, MSAOM, LAc.
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