Physically-based Shading System?

What it says on the tin: a place to discuss proposed new features.
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Joined: Sun Apr 14, 2013 8:51 pm

Physically-based Shading System?

Post by hydexon » Mon Mar 24, 2014 12:51 am

Currently many professional game engines (in-house as well commercial ones) is moving for the Physically-based shading way instead of traditional. Ogre doesn't have it yet, and will be very useful for great good-looking games.

I don't know if this may means changes in the Ogre material and compositor system, i hope i don't so.
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Posts: 26
Joined: Sat Jun 08, 2013 3:12 pm

Re: Physically-based Shading System?

Post by RandomCitizen » Mon Apr 21, 2014 1:50 pm

Hey hydexon!

Here are some good news for you :)
dark_sylinc wrote:I'm actively working on PBS.
Source: ... 25#p505090

And here are some WIP screenshots: ... 80#p505426

Edit: I just saw you've already answered that post :oops:

Well maybe other Forum visitors will find this answer useful^^
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