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Physically-Based Rendering, and You Can Too! - Marmoset
Physically-Based Rendering, and You Can Too! - Marmoset
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Physically-Based
Rendering, And
You Can Too!
ADVANCED TUTORIALS
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Contents
A New Standard
PBR FAQs
Inputs and Terminology
Energy Conservation
Albedo
Microsurface
Re ectivity
Fresnel
Ambient Occlusion
Cavity
A New Standard
Fast becoming a standard in the games industry due to increased
computing power and the universal need for art content
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PBR is more of a concept than a strict set of rules, and as such, the
exact implementations of PBR systems tend to vary. However, as
every PBR system is based on the same principal idea (render stuff
as accurately as possible) many concepts will transfer easily from
project to project or engine to engine. Toolbag 2 supports most of
the common inputs that you would expect to nd in a PBR system.
PBR FAQs
Before we get started, it’s important to cover common questions
that usually pop up when people talk about PBR.
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Not necessarily; simply using a PBR shader does not make your
artwork physically accurate. A PBR system is a combination of
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Inputs and
Terminology
Artists who are unfamiliar with the concept of PBR systems often
assume that content creation is drastically different, usually
because of the terminology that is used. If you’ve worked with
modern shaders and art creation techniques you already have
experience with many of the concepts of a physically based
rendering system.
Energy Conservation
The concept of energy conservation states that an object can not
re ect more light than it receives.
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For practical purpose, more diffuse and rough materials will re ect
dimmer and wider highlights, while smoother and more re ective
materials will re ect brighter and tighter highlights.
Albedo
Albedo is the base color input, commonly known as a diffuse map.
The albedo map will sometimes de ne more than the diffuse color
as well, for instance, when using a metalness map, the albedo map
de nes the diffuse color for insulators (non-metals) and re ectivity
for metallic surfaces.
Microsurface
Microsurface de nes how rough or smooth the surface of a
material is.
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Re ectivity
Re ectivity is the percentage of light a surface re ects. All types of
re ectivity (aka base re ectivity or F0) inputs, including specular,
metalness, and IOR, de ne how re ective a surface is when
viewing head on, while Fresnel de nes how re ective a surface is
at grazing angles.
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Traditional specular maps offer more control over the the specular
intensity and color, and allow greater exibility when trying to
reproduce certain complex materials. The main drawback to a
specular map is that it generally will be saved as a 24 bit le
resulting in more memory use. It also requires artists to have a very
good understanding of physical material properties to get the
values right, which can be a positive or negative depending on your
perspective.
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For insulators, IOR values do not require color information, and can
be entered into the index eld directly, while the extinction eld
should be set to 0. For metals that have color re ections,you will
need to enter a value for the red, green and blue channels. This can
be done with an image map input (where each channel of the map
contains the correct value). The extinction value will also need to
be set for metals, which you can usually nd in libraries that
contain IOR values.
Fresnel
Fresnel is the percentage of light that a surface re ects at grazing
angles.
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Ambient Occlusion
Ambient occlusion(AO) represents
large scale occluded light and is
generally baked from a 3d model.
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Cavity
A cavity map represents small
scale occluded light and is
generally baked from a 3d model or
a normal map.
Finding Material
Values
One of the most di cult challenges when working with a PBR
system is nding accurate and consistent values. There are a
variety of sources for measured values on the internet, however, it
can be a real pain to nd a library with enough information to rely
on.
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While Quixel’s scans are measured from real world materials, there
is often variation even within the same material type depending on
the various conditions described above, especially when it comes
to gloss/roughness. The values in the chart above should be
thought of as more of a beginning point, not a rigid/absolute
reference.
Creating Texture
Content
There are many ways to create texture content for PBR systems;
the exact method you choose will depend on your personal
preferences and what software you have available to you. Here is a
quick recap of the method I used to create the lens above:
First, basic
materials were
created in Toolbag
for each surface
type using a
combination of
tiling textures from
Megascans,
measured data
from known
materials, and
where lacking
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The exact method you use to create content for a PBR system is
much less important than the end result, so feel free to experiment
and gure out what works best for your needs. However, you
should void tweaking materials values to look more interesting in a
speci c lighting environment. Using sound base values for your
materials can greatly simplify the process, increase consistency
and asset reuse on larger projects, and will ensure that your assets
always look great no matter how you light them.
Artist Q&As
We’ve been very impressed with the work shown since Toolbag 2
has been released, and would like to take the opportunity to
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Wojciech Klimas
Wojciech Klimas is an artist from Poland who works at DNV,
currently working on the Survey Simulator project. Wojceich also
does freelance work. Check out his portfolio here:
www.wklimas.weebly.com
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way they do. There is no shortcut to being awesome, you just have
to practice, practice, practice.
Joeri Vromman
Joeri Vromman is an artist from Belguim who is going to school at
DAE, and is also available for freelance work between his studies.
See more of work here: www.joerivromman.com
For each material I start with the re ectance value, these can be
found in various charts online, if I can’t nd a re ectance value for
a certain material, I try to determine it with logical reasoning (ie,
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worn out rubber will be less re ective, brass is a mix of copper and
zinc, etc).
Re ectance values are the easiest to start off with, and give you a
good base for the other maps. For insulators, its important to keep
to keep the values within the small range that non-metals typically
re ect. For metals, its important to make the diffuse black rst, and
then nd the appropriate re ectance value. After this I will assign a
quick roughness value, usually by just sorting materials into 3
categories (shiny, middle or rough). Then I pick an albedo color,
paying attention here to keep things consistent and not too dark. I
also toggle through various skies to make sure the materials are
consistent in a variety of lighting conditions. Once this initial stage
is over I fall back on observation for the ne tuning these values,
since every material is different, keeping in mind the concepts of
PBR. At this point I like to add a basic overlay to the normal map
for materials that have a strong surface variation, such as bumpy
plastic.
References
Sebastien Lagarde’s Adopting a physically based shading
model
Sébastien Lagarde’s summary of Rendering Remember Me
Slideshow of Real Shading in Unreal Engine 4
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