PBR realtime shader?

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minilogoguy18
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Joined: 24 Dec 2012, 19:34

PBR realtime shader?

Post by minilogoguy18 » 20 Jun 2020, 03:41

Been doing a lot of poking around in the plugins area and expanding the capabilities of SI 2015 but something I can't seem to find is a PBR realtime shader. I don't know much about making one from scratch tbh, pretty much looking for something I can use and edit to get a realtime view of a game model in the viewport with it's PBR material applied.

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gaboraa
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Joined: 16 Apr 2010, 23:14

Re: PBR realtime shader?

Post by gaboraa » 22 Jun 2020, 08:45

I also really appreciate it if such a shader exists but unfortunately, as far as I know, there is no such shader available. You may try using Sycles (Cycles) render engine for rendering PBR stuff in Softimage, it has a PBR supported shader AFAIK.

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minilogoguy18
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Re: PBR realtime shader?

Post by minilogoguy18 » 22 Jun 2020, 19:18

Just downloaded it along with the 2 PBR shader packs. Once I get some time to play around with it I'll post my results.

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sirdavid32
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Re: PBR realtime shader?

Post by sirdavid32 » 05 Sep 2020, 15:00

Cool. We're all interested.
Assuredly Sycles (and its principled shader) will pull through :)

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gaboraa
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Re: PBR realtime shader?

Post by gaboraa » 25 Mar 2022, 13:40

I noticed that both the principled shader and the PBR Uber Shader has no texture lookup for roughness channel, only scalar input is there. How do you guys use roughness texture with Sycles?

Shekn
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Joined: 30 Dec 2016, 20:18

Re: PBR realtime shader?

Post by Shekn » 26 Mar 2022, 07:10

Roughness, by definition, is a scalar value. You can convert a RGB-texture to scalar value by using cycRGBtoBW shader node. If the roughness contained in the alpha channel of the texture, then it can be extracted by using Alpha output port of the cycImageTexture node. Finally, if the roughness value contained in some RGB-channel, then it can be extracted by using cycSeparateRGB shader node.

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gaboraa
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Re: PBR realtime shader?

Post by gaboraa » 29 Mar 2022, 07:36

got it to work, thanks!

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