Physically Based Shading
Hey Guys ,
I have been working on Graphics designing for a while to improve visuals for our game.Today every game is trying to achieve photorealism.Which isn't easy as it requires very good knowledge and experience in graphic related programming .Many Game companies like Ubisoft,Crytek,Epic have achieved this by using advanced shading techniques.One of such techniques is called Physically Based Shading or Physically Based Rendering.
Physically Based Shading (PBS) is an technique of rendering an object using laws of physics related to light transmission and reflectivity to render an object .This is most widely used as it depicts real life object's behaviour and Realism can be achieved a bit easily.
There are several talks about PBS about the common BRDF's.For our game I used Modified Cook-Torrance BRDF with Blinn-Phong Normalization . This technique was quite difficult to impliment as it dealt with several factors and equations. But after 3 weeks of regular trail and error I have finally achieved this in Unity Engine. But I still cant achieve Image Based Lighting as it is too expensive and complicated as well. This will be implemented in a mere future as i have to refer a lot of books as i am no expert when it comes to graphic programming.
Here is a image showing the progress
This 3d model uses modified version of standard shading model
As you can see the object has nor reflection and the lighting is really dim at edges where it should be brightest due to Fresnel
AS
I have been working on Graphics designing for a while to improve visuals for our game.Today every game is trying to achieve photorealism.Which isn't easy as it requires very good knowledge and experience in graphic related programming .Many Game companies like Ubisoft,Crytek,Epic have achieved this by using advanced shading techniques.One of such techniques is called Physically Based Shading or Physically Based Rendering.
Physically Based Shading (PBS) is an technique of rendering an object using laws of physics related to light transmission and reflectivity to render an object .This is most widely used as it depicts real life object's behaviour and Realism can be achieved a bit easily.
There are several talks about PBS about the common BRDF's.For our game I used Modified Cook-Torrance BRDF with Blinn-Phong Normalization . This technique was quite difficult to impliment as it dealt with several factors and equations. But after 3 weeks of regular trail and error I have finally achieved this in Unity Engine. But I still cant achieve Image Based Lighting as it is too expensive and complicated as well. This will be implemented in a mere future as i have to refer a lot of books as i am no expert when it comes to graphic programming.
Here is a image showing the progress
This 3d model uses modified version of standard shading model
As you can see the object has nor reflection and the lighting is really dim at edges where it should be brightest due to Fresnel
AS
Now here is the same model using Custom Physcailly Based Shading.
Even though this shader is still in beta test . it still looks pretty good . AS the object easily lends with surrounding environment
You can spot some blue and white highlights at edges of the barrel. This is due to Fresnel Now eventhough the first pic looks a bit more interesting is is too contrasty where as this one is a bit better.How ever this is still under beta test and the specular map for this model is different form the standard one.I didnt take time to put details to the specular map and gloss map to make it look more interesting.
Even though this shader is still in beta test . it still looks pretty good . AS the object easily lends with surrounding environment
You can spot some blue and white highlights at edges of the barrel. This is due to Fresnel Now eventhough the first pic looks a bit more interesting is is too contrasty where as this one is a bit better.How ever this is still under beta test and the specular map for this model is different form the standard one.I didnt take time to put details to the specular map and gloss map to make it look more interesting.