[Bf-gamedev] PBR Rendering in the Viewport

Yury Baranov cucumberer at gmail.com
Wed Jul 23 13:27:50 CEST 2014


It's freakin' awesome. Must be implemented in native blender shading.


2014-07-23 5:40 GMT+04:00 Crocadillian <crocadillian at me.com>:

> Thanks for emailing this, and thanks for the developer for showing this
> off.  I was thinking about this today with the new GSoC paint tools, but I
> didn't expect to see anything for a long while.  It looks fantastic o_o.
>
> On 22 Jul 2014, at 23:42, Matt Three <ragingelbows at gmail.com> wrote:
>
> Just thought I'd draw everyone's attention to the project that someone's
> showing off in the forums over at Blenderartists.
>
>
> http://blenderartists.org/forum/showthread.php?343278-GLSL-PBR-Shader-for-viewport
>
> For me, this is the one big thing Blender is lacking right now.  We've had
> all of this great work happening in the game art sphere in the last 6-12
> months.  Even 2 months ago I couldn't bake meshes reliably in Blender.  Now
> we have paint and sculpt improvements that have made Blender an excellent
> all around tool for game art (or at least the only tool that does it all).
>  However we're still sort of behind the curve on materials, and I'm unable
> to really do any texturing work in Blender because of the lack of a
> rendering mode that is good for PBR.  I do all of my texturing in Substance
> Designer / Painter because of this.  For modern engines (UE4, Unity 5,
> CryEngine) PBR is the default rendering mode, so it would be nice to be
> able to work with PBR style materials right in Blender like you can in Maya
> or Substance or DDO/NDO. This way I would not have to use a 3rd party app
> to view / texture my models.
>
> Anyway, thanks again for your hard work and perhaps someone can find a way
> to integrate this project or something like it in the future.
>
>
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