@@ -8,10 +8,10 @@ This example demonstrates Physically Based Rendering (PBR) using Image Based Lig
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@@ -8,10 +8,10 @@ This example demonstrates Physically Based Rendering (PBR) using Image Based Lig
Description
Description
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The example has two scenes:
This example has two scenes using Metallic-Roughness PBR workflow. It features two scenes, a GLTF model rederered with albedo, metallic roughness and emissive map, and a collection of spheres showcasing different metallic and non metallic non-texture values.
The examples uses a Diffuse map pre-computed offline from the environment map, using the lambert diffuse BRDF, and two specular maps (also calculated offline): A Pre-Filtered Environment map for different roughness values, and an Environment BRDF including the rest of the equation.
* Helmet, showcasing a model with multiple material properties.
.. figure:: ./IBL_layers.png
* Spheres, showcasing lighting and shading for different metallicity and roughness values using Metallic-Roughness PBR workflow.
This example demonstrates Physically Based Rendering (PBR) using Image Based Lighting (IBL).
This example demonstrates Physically Based Rendering (PBR) with Image Based Lighting (IBL).
Description
Description
-----------
-----------
The example has two scenes:
This example has two scenes using Metallic-Roughness PBR workflow. It features two scenes, a GLTF model rederered with albedo, metallic roughness and emissive map, and a collection of spheres showcasing different metallic and non metallic non-texture values.
The examples uses a Diffuse map pre-computed offline from the environment map, using the lambert diffuse BRDF, and two specular maps (also calculated offline): A Pre-Filtered Environment map for different roughness values, and an Environment BRDF including the rest of the equation.
* Helmet, showcasing a model with multiple material properties.
.. figure:: ./IBL_layers.png
* Spheres, showcasing lighting and shading for different metallicity and roughness values using Metallic-Roughness PBR workflow.