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Verified Commit 7cddf251 authored by Lars Frost's avatar Lars Frost
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Add link for PBR properties explanation

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...@@ -64,7 +64,8 @@ _normal_ map (in which direction is light emitted), ...@@ -64,7 +64,8 @@ _normal_ map (in which direction is light emitted),
_specular_ map (how much does the reflection use the light color instead of the diffuse color), _specular_ map (how much does the reflection use the light color instead of the diffuse color),
but there are several other types. but there are several other types.
Models also have a material, with many more properties to change its appearance. Models also have a material, with many more properties to change its appearance.
You can see the influence of many common properties in #link("https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/principled.html")[the blender documentation for physically based rendering (PBR)]. You can see the influence of many common properties in #link("https://google.github.io/filament/Material%20Properties.pdf")[these examples for common properties].
Additional documentation including rarer properties are in #link("https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/principled.html")[the blender documentation for physically based rendering (PBR)].
Note, that advanced shadered materials from 3D software are usually not exportable to game engines. Note, that advanced shadered materials from 3D software are usually not exportable to game engines.
This is in part because of lack of standardized formats, but also because games require real-time rendering, This is in part because of lack of standardized formats, but also because games require real-time rendering,
which heavily restricts how complex graphics can be. which heavily restricts how complex graphics can be.
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