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0.8.4:pbr-material [2022/06/17 09:44] – [Physically Based Rendering Material (TGorillaPBRMaterialSource)] admin0.8.4:pbr-material [2022/06/17 09:47] – [Normal Mapping or Parallax Occlusion Mapping] admin
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 ====== Physically Based Rendering Material (TGorillaPBRMaterialSource) ====== ====== Physically Based Rendering Material (TGorillaPBRMaterialSource) ======
  
-In v0.8.4.2314 we introduced the first version of our physically based rendering material TGorillaPBRMaterialSource which is inherited from the TGorillaPOMMaterialSource (TGorillaDefaultMaterialSource) and supports multiple lights, shadowing, fog rendering, clipping and much more.+In v0.8.4.2314 we introduced the first version of our physically based rendering material TGorillaPBRMaterialSource which is inherited from the [[pom-material|TGorillaPOMMaterialSource]] (TGorillaDefaultMaterialSource) and supports multiple lights, shadowing, fog rendering, clipping and much more. 
 + 
 +===== Definiton ===== 
  
 Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the flow of light in the real world. Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles. Physically based rendering (PBR) is a computer graphics approach that seeks to render images in a way that models the flow of light in the real world. Many PBR pipelines aim to achieve photorealism. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles.
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 If you want to know more about parallax occlusion mapping, have a closer look at the [[pom-material|TGorillaPOMMaterialSource]] If you want to know more about parallax occlusion mapping, have a closer look at the [[pom-material|TGorillaPOMMaterialSource]]
 +
 +==== Comparison ====
 +
 +Let's have comparison on the rendering results for our specific example.
 +
 +__Remark:__ Because parallax occlusion mapping is more intense to GPU computation use it carefully. In most cases normal mapping is still good enough.
 +
  
 In the image below the material was rendered with parallax occlusion mapping, which is much slower than normal mapping but producing a better depth effect. In the image below the material was rendered with parallax occlusion mapping, which is much slower than normal mapping but producing a better depth effect.