[Bf-gamedev] PBR Workflow

Jacob Merrill blueprintrandom1 at gmail.com
Wed Nov 18 22:32:05 CET 2015


Can the current glsl node system be used to make a corrected pbr
template?(temporary fix?)

can glsl node scripts then be output as a glsl script somehow for ue4,
godot, unity5 etc?
On Nov 18, 2015 1:15 PM, "Mike Erwin" <significant.bit at gmail.com> wrote:

> 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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