An introduction to Physically based rendering, covering what PBR will and won't do for you, sampling settings, environment lighting, objects as lights, shaders, issues with specular highlights.

Note it doesn't cover photons - I'm hoping to do a separate tutorial on that.

This part looks at a couple of common issues with PBR:

- the double reflection of light sources on reflective objects;

- the problem of over intense light reflections causing blocky highlights on objects.

*NOTE: Peter Bowmar has rightly pointed out that from Houdini 10 you can set your Pixel Samples at a low value (say 3 x 3) and use Min Ray Samples to increase quality for both micropoly PBR and ray-trace PBR. This is much faster than using Pixel Samples of say 10 x 10 as I do here in the video. The project file has been changed to reflect this.

For a better explanation see forums.odforce.net/index.php?/topic/9590-pbr-snack/ and look at the embedded picture

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