Physically based rendering

October 5, 2015 in Game Engines, Programming by Adrian Marius

This is the first tech post by  technical artist Lukas Orsvärn! To familiarize himself with the Overgrowth engine he has been experimenting with physically-based rendering shaders. 

What is PBR?

Physically-based rendering (PBR) has become increasingly popular over the past few years. Unity 5, Unreal Engine 4, Frostbite, Fox Engine, and many more game engines use it, as well as an increasing number of asset-authoring tools like Marmoset Toolbag.

The image below is a comparison between the current rendering in Overgrowth and physically based rendering. PBR allows us to tint the reflection of the gold bands and blade inlay to make them look more like gold, and allows us to sharpen the reflection on the blade to make it read better as polished metal.