In the last few years Physically Based Rendering has taken over most pipelines.
PBR is supposed to produce better results, and save a lot of artist time, and it has so far delivered on those promises. PBR materials look fairly good in many different lighting conditions, cutting down a lot of the fiddling that lighting changes in WIP game scenes used to cause.
To achieve that, PBR goes much more in-depth into the physics of light, than the very approximate models from earlier years. You might remember BlinnPhong, one of the few lighting models which used to be commonly used in games. It didn't include roughness, metallicness and other important characteristics of materials which we now might take for granted. To our current, more discerning, eyes, it tends to make everything look like plastic.
|Example of lighting model supporting roughness|
|Subsurface scattering and translucency support|
Claudia Doppioslash is a Graphics Programmer, a speaker and an author. She works as a game development consultant. She is the author of the book , published by Apress, and of the Pluralsight course “ ”. She can be found on Twitter and is speaking at Develop:Brighton on .
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Develop is important – the networking is very important. And go to talks they’re inspiring and get your creative juices flowing, they can make you think and you’ll learn how other people do things.
I’ve been to every single Develop in the last 12 years. One thing you get here is networking - you will meet the most amazing individuals in the video games industry.
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There’s something creative about Brighton, so it’s the perfect place to have the conference.
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Ian Livingstone, CBE
If you really want to have a good interface with the British game developer community then this is the place to come.
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Develop is a really great way to network, it’s also great for going to talks and finding that little tip that you didn’t know before and thinking – oh I’ll bring that back to the team!
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