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Physically based rendering in the Blender Game Engine

Aryoksini approaches PBR in the Blender Game Engine and achieves some impressive results.

8 Comments

  1. Unreal 4 has physically based rendering, upcoming Unity version will also have it. And now, Blender time ;) This demo looks very impressive (look at this changes in roughness!), hoping to see this feature in some new iteration of Blender game engine. Or in Blender interaction mode, according to roadmap.

  2. Here's hoping this inspires some development towards utilizing the Blender Game Engine to support a real-time presentation of PBR work, something like a Marmoset Toolbag of sorts.

    And, for a second there, I thought fellow Polycount artist Andrew Maximov was showcasing Blender. lol

  3. Great to see that somebody has taking an interest in improving the BGE's look with modern methods such as Physically Biased Rendering. I noticed that the shader uses cubemapping for its reflections (which is not possible in the default BGE material) and I am curious. is the cubemap changable per material or is it a global value, and is the mipmapping for cubemap roughness automatically generated? also will there be SSR for real time reflections in a future update and might you impliment (or consider making room for) a script for the shader to inheriet a nearest Cubemap RTT probe object Source engine style for more practical use in our levels? Thanks Aryoksini, keep up the great work!

  4. Anthony Powell on

    This is looking awesome! cant wait to have that in the latest build of my game! will this support real-time reflections of objects in the scene as well? Also when blender game engine finally moves to mobile support, will this feature work the same as well?

  5. all popular game engines implemented pbr!
    btw is it possible to record frames/images sequences or movies directly from the game engine?

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