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Physically-based Shading System?

Posted: Mon Mar 24, 2014 12:51 am
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.

Re: Physically-based Shading System?

Posted: Mon Apr 21, 2014 1:50 pm
by RandomCitizen
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^^