1992. Hqteam / 1 , 2 / Art Director Ndoors Technical Art Director / / http://chulin28ho.egloos.com http://chulin28ho.tistory.com/ / http://gamedevforever.com
(PBS) ?PBR
PBS (Physically Based Shader )
! ! !Shader !
PBS PBS .
1. Energy Conservation
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, , . Diffuse : Specular :
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100% ,
(Specular) (Diffuse) .
100%
- PBR
2. Specular Color
http://spectrevision.net/2012/09/28/the-fake-gold-standard/https://www.flickr.com/photos/37921614@N00/7649146152 18
(Shared Electron)
http://www.gamedevforever.com/17
Diffuse Color + Specular Color
Diffuse Color + Specular Color
1- Diffuse Color = Specular Color
https://area.autodesk.com/tutorials/natascha_hybrid_texturing
PBS Metal
MetalDiffuseBRDF *0 , SpecularBRDF * Albedo
DiElectricDiffuseBRDF * Albedo , SpecularBRDF * 0.5
Albedo PBS
http://gizmodo.com/5163640/concordes-knobstastic-cockpit-looks-like-a-strategic-nuclear-bombershttp://www.arodate.com/
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Metal Specular . DiElectric Specular . 26
PBS
! ! !Shader !
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Shader ! >
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PBS
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.
Valve Half Lambert . 36
Journey Technical Art
37
! !
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NPR
(Non Photo Realistic) xrd-sign- 3d
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!>
Shader ! >
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!>
!>
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Shader ! >
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PBR ?
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PBR (Standard : Metallic pass)Diffuse + Specular + rim + Reflection(BlinnPhong)
GGX44
?
GGX
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PR (Photo Realistics) PBR !
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PR (Photo Realistics) PBR !
PBR is NOT MAGIC!!!
!!!
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AD ?
AD
Fortnite : : 2013
http://kotaku.com/5925515/fortnite-will-be-the-first-unreal-engine-4-game
http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf53
Henry : ,
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: !!!
PBS
PBS PBS
Shader
Roughness Smoothness Smoothness = 1- Roughness
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(Non-PBS)
DiffuseAmbientSpecular (PBS)
BRDF DiffuseMetallicSmoothness (PBS)
BRDF DiffuseSpecular ColorSmoothness
struct SurfaceOutputStandard {fixed3 Albedo; fixed3 Normal; fixed3 Emission; half Metallic;half Smoothness;half Occlusion;half Alpha; };
struct SurfaceOutputStandardSpecular {fixed3 Albedo; fixed3 Specular; fixed3 Normal; fixed3 Emission; half Smoothness;half Occlusion;half Alpha; };
Metallic PassSpecular Pass
MetalBlack * Diffuse BRDF , Albedo * Specular BRDF
Non-metalAlbedo * Diffuse BRDF , Gray* Specular BRDFAlbedo * Diffuse BRDF , Specular Color * Specular BRDFMetallic PassSpecular Pass
Metallic passBlack * Diffuse BRDF , Albedo * Specular BRDF
Specular pass Albedo * Diffuse BRDF , Specular Color * Specular BRDFBlack * Diffuse BRDF , Specular Color * Specular BRDF
Non-metalAlbedo * Diffuse BRDF , Gray* Specular BRDFSpecular pass Albedo * Diffuse BRDF , Specular Color * Specular BRDFAlbedo * Diffuse BRDF , Gray * Specular BRDF
Specular pass Albedo * Diffuse BRDF , Specular Color * Specular BRDF
PBR is NOT MAGICPBR . PBR ! PBR ,
PBR
()
PBS
Diffuse SpecularAmbient
AlbedoMetallic (Specular pass?)Glossiness (Smoothness)Occlusion
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1 : : // (//) : ?()
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()
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Diffuse
Ambient
Specular
Rim light / TranslucentFresnel ReflectionAmbient OcclusionRefraction / Caustics
Specular Color
HDR LDR
PBS
2 :
Image from : http://blog.digitaltutors.com/indirect-illumination-final-gather-vs-global-illumination/
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PBR
NDC PBS
NDC
NDC !!!
3 : Shader Lambert / BlinnPhong / NPR
! ! !
PBR is NOT MAGIC ! PBR , PBR PBR , , !
http://www.gamedevforever.com/17 _https://www.unrealengine.com/ko/blog/physically-based-shading-in-ue4UE4 Jordan Walker[Ndc13]Ndc 2013 :UDK Physically Based Rendering for ArtistsSand Rendering in Journey SIGGRAPH 2013 Course:Physically Based Shading in Theory and Practicehttp://blog.selfshadow.com/publications/s2013-shading-course/==Real Shading in Unreal Engine 4 (Brian Karis)http://www.slideshare.net/Hybrid0/physically-based-rendering-51309337http://bbs2.ruliweb.daum.net/gaia/do/ruliweb/default/ps/93/read?articleId=1454413&bbsId=G003NDC2015_3DS MAX _16_9 xrd-sign- 3d
http://chulin28ho.tistory.com/ [email protected]@JPcorps