Physically-based Shading System?

What it says on the tin: a place to discuss proposed new features.
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hydexon
Gremlin
Posts: 164
Joined: Sun Apr 14, 2013 8:51 pm
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Physically-based Shading System?

Post by hydexon »

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.
Thanks.
RandomCitizen
Kobold
Posts: 26
Joined: Sat Jun 08, 2013 3:12 pm
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Re: Physically-based Shading System?

Post by RandomCitizen »

Hey hydexon!

Here are some good news for you :)
dark_sylinc wrote:I'm actively working on PBS.
Source: http://www.ogre3d.org/forums/viewtopic. ... 25#p505090

And here are some WIP screenshots:
http://www.ogre3d.org/forums/viewtopic. ... 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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