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.
Physically-based Shading System?
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- Gremlin
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- Kobold
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Re: Physically-based Shading System?
Hey hydexon!
Here are some good news for you
And here are some WIP screenshots:
http://www.ogre3d.org/forums/viewtopic. ... 80#p505426
Edit: I just saw you've already answered that post
Well maybe other Forum visitors will find this answer useful^^
Here are some good news for you
Source: http://www.ogre3d.org/forums/viewtopic. ... 25#p505090dark_sylinc wrote:I'm actively working on PBS.
And here are some WIP screenshots:
http://www.ogre3d.org/forums/viewtopic. ... 80#p505426
Edit: I just saw you've already answered that post
Well maybe other Forum visitors will find this answer useful^^