[Bf-gamedev] PBR Workflow

Juan Linietsky reduzio at gmail.com
Wed Nov 18 15:46:10 CET 2015


Mike, this is great news. We are going to add PBR in Godot soon too, so
having a proper workflow for exporting this (and not only to Unreal) would
be desired.
Regarding your points:

1) We have a node based and text based shader support, so something like
this would be pretty useful.
2) I think this is more tricky than that, because nowadays modern game
engines all render in linear colorspace and later do tonemapping and gama
correction. Textures would need to be converted to linear (if they aren't
already). Also, we should be able to set global viewport/camera reflection
probes?
3) This may be troublesome because neither Collada nor FBX support this as
far as I know. I can make my own exporter easily, but we have no standard.
Do you have anything in mind?

Cheers

Juan






On Fri, Nov 13, 2015 at 6:58 PM, Mike Erwin <significant.bit at gmail.com>
wrote:

> Hi guys,
>
> Yes this is one of the (preliminary) targets for Blender 2.8! Several
> people at this year's conference expressed interest in a better Blender -->
> Unreal pipeline. Especially for materials. I just started talking to some
> folks at Epic and hope to work closely with them and Blenderheads alike.
>
> The big parts:
> 1) nodal GLSL material system that feeds into a PBR combiner node
> 2) updated viewport that renders #1
> 3) export rich materials from Blender, import into Unreal Engine with no
> quality loss
>
> If any parts of these are already available please point them out!
>
> Unreal isn't the only possible target, just the one I'm most interested in
> & seems to have wider interest in the community.
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
> On Fri, Nov 13, 2015 at 4:24 PM, Jacob Merrill <blueprintrandom1 at gmail.com
> > wrote:
>
>> We really could use a pbr viewport render, and then implement it in the
>> game engine as well. But alas, I am but a lowly python scripter.
>> On Nov 13, 2015 1:06 PM, "Juan Linietsky" <reduzio at gmail.com> wrote:
>>
>>> Hi guys, just a question. I'm pretty sure that Unreal users have asked
>>> this a lot. Is there anything planned on the way of doing a PBR worfklow?
>>> (more in the vein of Substance Painter). Game engines are almost
>>> standardized on that nowadays so going from them to blender and using PBR
>>> is kind of difficult..
>>>
>>>
>>> Juan
>>>
>>>
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