[Bf-gamedev] PBR Workflow

Mike Erwin significant.bit at gmail.com
Wed Nov 18 22:15:45 CET 2015


2) someone else will have to chime in about color space stuff. Reflection
probes will be needed, maybe call that 2b for this conversation. Simpler 2a
would be image-based lighting from a single global source. Fake it til we
make it. Or til we can fake it better, since we're talking reflection
probes and not ray tracing.

3) glTF perhaps? Blender could export the node tree as long as the set of
supported nodes on the other end (game engine) are known. Or combine those
into text-based GLSL, which glTF can handle.

Mike Erwin
musician, naturalist, pixel pusher, hacker extraordinaire

On Wed, Nov 18, 2015 at 9:46 AM, Juan Linietsky <reduzio at gmail.com> wrote:

> 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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