[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 model is obsolete.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
>> _______________________________________________
>> Bf-committers mailing list
>> Bf-committers at blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
> 
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers



More information about the Bf-committers mailing list