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Re:Announcing Microsoft DirectX Raytracing by gt_ on Monday March 19, 2018 @03:48PM (#16622403)
Non-3D artists should note that “Physically Based Rendering” or PBR is merely a standard for defining materials. It is becoming something of an industry standard in real-time and offline rendering workflows. From a real-time(games) perspective, PBR represents a leap up in realism but from an offline(VFX) perspective, it offers no improvement in realism, and often a downgrade from past norms if implemented with no additional efforts. For someone using offline rendering, [EDIT: As per pxl_fckr’s comment, I must be short on some history of PBR. I stand corrected.]
Re:Announcing Microsoft DirectX Raytracing by pixel_fcker on Monday March 19, 2018 @04:46PM (#16622982)
It actually means a lot more than that in offline VFX. It was the games industry that decided it meant “use the Disney shader”.
Re:Announcing Microsoft DirectX Raytracing by gt_ on Monday March 19, 2018 @05:13PM (#16623243)
I updated my comment. I guess I need to read up on that. I read of so many areas in which PBR stops short in offline contexts, like using constant BRDFs which is a little unnecessary with offline rendering. What am I not understanding there?
Re:Announcing Microsoft DirectX Raytracing by pixel_fcker on Monday March 19, 2018 @06:04PM (#16623662)
I’m not quite sure of what you’re asking exactly here? What do you mean by constant brdfs?