[Bf-committers] What are the plans regarding PBR?
Marcelo Varanda
mv_mail at mail.com
Wed Jan 27 17:24:09 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 Jan 27, 2016, at 10:51 AM, 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 model is obsolete.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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