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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

?

, , . Diffuse : Specular :

11

.

12

13

, .

14

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/

25

Metal Specular . DiElectric Specular . 26

PBS

! ! !Shader !

28

!>

!>

!>

Shader ! >

.

29

PBS

?

?

?

.

Valve Half Lambert . 36

Journey Technical Art

37

! !

38

NPR

(Non Photo Realistic) xrd-sign- 3d

39

!>

!>

!>

Shader ! >

40

!>

!>

!>

Shader ! >

41

PBR ?

43

PBR (Standard : Metallic pass)Diffuse + Specular + rim + Reflection(BlinnPhong)

GGX44

?

GGX

45

PR (Photo Realistics) PBR !

46

PR (Photo Realistics) PBR !

PBR is NOT MAGIC!!!

!!!

50

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 : ,

54

: !!!

PBS

PBS PBS

Shader

Roughness Smoothness Smoothness = 1- Roughness

56

(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

?

,

1 : : // (//) : ?()

.

()

71

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/

83

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