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Took a break from 3d modeling work for the past few days, decided to play around with lighting and other effects in 3ds max to get a general sense of what types of environment/moods can be created. I made a material with some emissive maps and applied it to my simple cube scene, thought I would post it since it turned out pretty cool (3ds max rendering): More to come later on...
Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter. Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions. I am providing these free of charge to be used for shader testing in the new engine, your own projects, or for learning purposes. They are not set up for a legacy normal-specular workflow so if you want to use them in the current version of leadwerks, you will have to follow some tutorials online to generate a spec-gloss map using your preferred photo editor. Thanks for the continuing support in this huge undertaking, still a lot of work left to do but I am hoping for a release around the end of this year to the beginning of next year. If there are any questions about the pack or the files that I am giving away, please do not hesitate to ask here or in my work in progres thread: -TWahl PBR_scifi_test_materials_free.7z
(Wait all day for a bus and two turn up at once) As part of my final year university work I’ve been looking into Physically Based Rendering(PBR) and its implementation. PBR is a method of generating images that takes physical values into account, this means lighting behaves much more predictably and accurately. This link https://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ gives a fantastic, and in depth look into how PBR works in Remember Me. Notably, PBR systems aren’t all the same, often times they use different algorithms to generate images, and there are many ways to generate reflections for them. This PBR uses a runtime rendered cubemap to generate reflections and ambient diffuse lighting on objects, nice for avoiding the flat lighting in shadowed areas problem. It then uses a physically based BRDF to generate specular highlights. Currently static models and animated models have shaders, there is also preliminary decal support. All light types are supported with shadowing. The materials use metalness/roughness maps. There are a number of example assets in the zip files. You’ll need the C++ version of Leadwerks for this one, the reflection generation code is written in C++ and relies on a number of OpenGL calls to function properly. This does mean however that you can generate a new reflection map at any point. I was aiming for a similar system to what was used in GTAV. For that game a low poly, diffuse only environment map is generated each frame in order to render reflections. However for my work the performance isn’t quite high enough to generate a reflection map per frame yet. Reflections are generated as cube maps, that map is then sampled with GL_SEAMLESS_CUBEMAPPING enabled, the lowest mipmap is used for diffuse lighting then higher mip values are used for the specular reflections. (If you are using the lua version, you may be able to use pre-blurred cube-maps and get acceptable results) Here’s an example of the shaders working on a complex PBR asset. Built by Andrew Maximov, http://polycount.com/discussion/130641/cerberus-ffvii-gun-next-gen-asset-giveaway Without-PBR With-PBR I’m looking for feedback on how robust the system is, so here is a download link, you're free to use this as you please. https://dl.dropboxusercontent.com/u/23307723/Leadwerks_PBR.zip Issues I’ve had to use the alpha channel for gloss values so transparency is a bit borked. Decals suffer from the alpha problem as well. I’ve looked into binding reflection textures to the lighting shaders which would avoid the alpha hijacking. But it doesn’t seem to work if any post processing or water is used. If anyone can point me in the right direction here it would be appreciated. my implementation uses normalised Blinn-Phong for the distribution term, Schlick’s approximation for Fresnel, and Smith’s shadowing function for the geometry term.