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Blender PBR viewport Branch v0.4 – 让 Blender 视口实现实时 PBR 的独立构建版本!Cycles 渲染器的对比影像也很值得关注!

在 Blender 视口上实现实时 PBR(Physically based rendering)的独立构建版本!“Blender PBR viewport Branch v0.4”已公开。
※2016/06/07 —— 之前写成了“插件”,但准确来说是“进行了独立构建的另一个版本”。本文已整体修正。感谢指出问题的各位。

Blender PBR viewport Branch v0.4

PBR viewport Branch V0.4 – 06/06/2016

  • Oren-nayar Diffuse (Env lighting)
  • Velvet Shader (Env lighting + Point lights)
  • Toon Shader (Env lighting + Point lights)
  • Ashikhmin & Beckmann distributions for isotropic and anisotropic
  • Closest Filtering for Texture node
  • Material layer overide but only for material. So you can preview one material on every
  • objects without assigning it to each object.
  • Linearly Transformed Cosines to shade Area lights with the Glossy GGX (other
  • distributions use the same LUT)
  • Material AO to apply occlusion during the shading stage an not at the post process stage.
  • Algorithm is slow but correct (matches cycles)
  • Screen Space Reflections for Sharp Glossy shader. Algorithm is from Morgan McGuire
  • blog and the step is always 1px so reflections can’t go far.
  • Backface buffer to improve screen space effects.
  • Bias parameter to control the accuracy of the Environment Sampling.
  • Performance : Use a jitter texture + a sample texture to generate sampling random vectors instead of computing everything inside the shader. (this takes 2 texture slots though)
  • Performance : Lights shadowing (and lamp nodetree) are evaluated only once per Material.
  • Codebase Change : major thing I did is not using the common uniform interface for passing uniforms related to the sampling and PBR. I also splited the glsl files into more managable ones.

与 cycles render 的对比也毫不逊色呢。
旧版本的预览和解说视频也一并贴上。

Blender Realtime PBR Experimental Build Overview

Blender PBR viewport Branch v0.35

Blender PBR viewport Branch v0.2

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