I remember reading somewhere that old-school video games used to treat illumination through a lens of studio lighting. Instead of simulating rays, they use a combination of point/directional/spot/ambient light to convey the emotion of a scene.Is there any blog or video that talks about this phenomenon in depth blending both technical and artistic knowledge, comparing different shading models from different era.Also, PBR materials today is treated as some sort of divinely "correct" way to do stuff. When you talk about disadvantages, everyone gives a handwavy remark of "slightly" less performance. But how much? There are no exact metrics obtained by comparing two scenes that were designed with both traditional and PBR models in mind without bias.
>>106460656>>>/v/>>>/3d/
>>106460656https://www.youtube.com/watch?v=bxientPsqRg
>>106460656>Erasno. there are some process documentations about how to achieve similar looks but nothing like a technological retrospective.
>>106460656Yes and "lighting artist" was a legit position in many game studios. It's possible memetracing is popular in no small part because it reduces the apparent need for that work
PBR enables objects to look correct in any environment, because the color is an output of physical material properties instead of whatever the studio decided to use to represent it.Of course you can not use it, but you'll be just making your life harder for little to no gain.The performance impact is small, and models of PBR have different approximations that can be used when calculating values (like Lambert's 1.0/pi as an approximation of the diffuse factor), usually shader quality settings change which formulas are being used.No idea if there's any video or documentary on this.
>>106461222What exactly is a PBR? I have seen different engines that call themselves PBR but take different approach?How different it is from traditional materials? So far, it seems like old engines define materials using a combination of coefficients (ambient, specular, diffuse) and PBR uses a similar scheme but uses texture maps for each of these attributes (roughness, displacement, specular).>PBR enables objects to look correct in any environmentWhat do you mean by looking correct?
https://www.youtube.com/watch?v=1SscIZ2rAtc
>>106461316PBR stands for physically based rendering, it means that materials should be rendered in a way that closely matches the physical world.PBR materials in a metallic workflow (that is the only one that I know) will usually have an albedo map (diffuse, but it should only contain raw color, independent of lightning), metallic (usually 1 or 0 representing if that object is metallic), roughness (how smooth or rough the surface is), normal, AO (baked AO) and maybe some more representing other parameters like IOR.>What do you mean by looking correct?I mean looking correct regardless of light condition, in a way that objects in the real world would look.You can take a look at PBR Theory on Learn OPEN GL:https://learnopengl.com/PBR/TheoryAnd if you want some implementation you can look into Google's Filament (I mean in no way that these are state of the art, but they are what I used as reference when implementing my own):https://google.github.io/filament/Filament.md.htmlThere are also GDC talks by devs of engines like Frostbite and so on.
>>106461397Downloading it right now.