Physically Based Rendering: Difference between revisions
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MyGamepedia (talk | contribs) (In these PBR is done using [https://www.nvidia.com/en-us/geforce/rtx-remix/ RTX Remix], but not in Source Engine itself.) |
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[[File:PBR comparison.png|420px|thumb|right|<center>'''Comparison of PBR'''</center><br> Left: Base Source Engine shaders.<br> Right: The PBR shader.]] | |||
'''Physically based rendering''' ('''PBR''') is an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. Many PBR pipelines have the accurate simulation of photorealism as their goal. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles. | '''Physically based rendering''' ('''PBR''') is an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. Many PBR pipelines have the accurate simulation of photorealism as their goal. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles. | ||
== In Source == | ==In Source== | ||
{{ | {{source|4}} does not ship with PBR by default. However, it is possible to [[Adding PBR to your mod|add PBR shaders]] to a {{src13|4}} mod. | ||
Additionally, there are five third-party [[:Category:Engine branches|Source Engine branches]] or games that supports and use PBR: | |||
* {{hdtf|4}} | |||
* {{strata|4}} | |||
* {{tfbranch|4}} | |||
==In Source 2== | |||
The default shaders in {{src2|4}} utilize PBR. | |||
== See | ==See also== | ||
* [[Adding PBR to your mod]] | * [[Adding PBR to your mod]] | ||
* [[Adapting PBR Textures to Source]] | * [[Adapting PBR Textures to Source]] | ||
* [[PBR (Strata shader)]] | |||
* [[Creating PBR materials]] | |||
== External | ==External links== | ||
* [[W: | * [[W:Physically Based Rendering|Physically Based Rendering on Wikipedia]] | ||
[[Category:Source]] | |||
[[Category:Material System]] | [[Category:Material System]] | ||
[[Category:PBR]] |
Latest revision as of 01:00, 6 September 2025
Physically based rendering (PBR) is an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. Many PBR pipelines have the accurate simulation of photorealism as their goal. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles.
In Source
Source does not ship with PBR by default. However, it is possible to add PBR shaders to a
Source 2013 mod.
Additionally, there are five third-party Source Engine branches or games that supports and use PBR:
In Source 2
The default shaders in Source 2 utilize PBR.