[Bf-gamedev] PBR Workflow

Jacob Merrill blueprintrandom1 at gmail.com
Thu Nov 19 01:14:49 CET 2015


https://apricot.blender.org/blender-glsl-shading-nodes-goodies/

and here is a example of using mike pans easy game PBR + HG1s realtime
cubemapped reflections

https://youtu.be/OloKmKAlleM
(it's not perfect as I have no idea what I am doing)
On Nov 18, 2015 4:08 PM, "Mike Erwin" <significant.bit at gmail.com> wrote:

> By "current GLSL node system" do you mean viewport preview of Cycles/BI
> materials in today's Blender? Or does BGE have some real-time magic I'm not
> aware of?
>
> GLSL text as output could be consumed by some engines, and will be really
> helpful when debugging our own code gen! UE4 materials use HLSL under the
> hood so exporting nodes instead of shader text makes more sense there --
> they can generate their own text.
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
> On Wed, Nov 18, 2015 at 4:32 PM, Jacob Merrill <blueprintrandom1 at gmail.com
> > wrote:
>
>> 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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