"PBR" in Blender's Viewport
May 20th 2015
This past Friday I was asked to do a Blender demo for the Facebook | CHIbug meeting at RoboModo Games. Since RoboModo is a game production house, I wanted to focus on something real-time and game-y. "PBR" seems to be the buzz word these days so I decided to explore that concept within Blender's viewport.
The video below is a pre-recorded version of the Google Hangouts demo, just in case there were connectivity issues. Thus the reason for the odd intro/outro. It's not a tutorial, but simply a couple insights into achieving PBR-like shading in the viewport.First, what is "PBR"? This helpful article reveals that it stands for "Physically-Based Rendering" but what does that even mean, especially in the context of real-time application? As far as I can tell (not being an avid gamer / game artist myself) PBR is the incorporation of physically accurate lighting, shading, and rendering concepts into the real-time realm. Things like ambient occlusion, HDRi environment lighting, blurry and fresnel reflections, and sometimes global illumination.
The demo .blend file used in the video above is available for download here!
The video file is available for download here!
If you come from the non-realtime side of computer graphics like I do, you know that these concepts are far from new. In fact they've been popular in standard render engines for decades. So why all the hullabaloo about PBR? I honestly can't say I know the answer to that question. To me it seems like a natural progression of technology that games would figure out how to approximate such concepts. But the closer you look into PBR you'll see that they've swapped conventional shading terms for new ones. For example, "Diffuse" becomes "Albedo" and reflectivity becomes "Metallic". I think this is where a lot of the confusion comes from, making PBR sound like a new thing when it's not so much. I tend to agree with Ton Roosendaal on the misleading hype around it. (Pictured to the left)
Ok Kent, enough personal opinion regarding PBR - More importantly, can we implement the concept of physically-based rendering within Blender's OpenGL viewport to mimic programs like Marmoset Toolbag? Yes! Or at least we can get very close. Let's call it "physically-inspired" realtime rendering.
I will venture to state that the most impressive thing about PBR systems is the ability to use HDRi images as the primary source of illumination and reflection. While we cannot currently sample lighting information from HDRi environment textures within Blender's OpenGL viewport, we can employ an effective real-time lighting scenario with standard spot lamps complete with soft shadows - thanks to some hidden light settings buried in the BGE and the new screen-space ambient occlusion available in 2.74.
The second important facet of physically-inspired rendering is reflections. The more I explore shaders in general, the more important I think reflections are for realism and appeal. Realtime rendering is no exception. Currently Blender's viewport doesn't support ray-traced reflections from the World (like PBR systems do) but the effect can be approximated quite convincingly by mapping with an equirectangular environment texture to the model using the "reflection" UV coordinate option. From there we can create 2 versions of reflection - one blurry, one sharp - and interpolate between them with a normal falloff to achieve fresnel.
After that I simply plugged in my remaining texture maps like color, scratches, and normal, then mixed shader elements similar to the way I mix in Cycles to achieve the final material. This setup requires Blender Internal's node editing implementation for mixing. It's different than Cycles' though - Less intuitive and clunky by comparison but it get's the job done.
I think overall Blender's current tools offer impressive PBR emulation. Though it's not perfect. Here's a small list of things that aren't ideal:
- Faked reflections don't reflect actual geometry.
- SSAO in the viewport multiplies over top of reflections and shading, which causes inaccurate darkening.
- Blender's viewport mipmap settings could benefit from additional user control. Currently we have two options: 1) Mipmap filtering OFF resulting in extreme pixelation of textures and 2) Mipmap filtering ON resulting in washed out texture details. Fine tuning this filtering would preserve texture fidelity.
I learned a lot about physically-inspired rendering in realtime with Blender's viewport. I'm looking forward to exploring more and recording some future training about it!
great stuff! i would love to download the tutorial and studying a lot on it, but seems i can't :(
Correction to previous comment, change the second mention of "heightmaps" to "normal maps"
(I really must remember to compose things in a separate window and check for typos... can't go back and edit comments yet.)
I have to disagree about the comments regarding the "hype" factor. If there are ads that overhype things, it's better to replace hype with solid information instead of arguing from incredulity (such as "what does that even MEAN?" or "I don't see a difference."
Here's my take. Path-tracers are not considered "hype-up raytracers," even though they are another form of raytracer. Likewise, here is a link to the Unity learning flow that clarifies how albedo maps are distinct from shaders, for example, or how parallax maps are very different from both displacement maps and heightmaps:
https://cgcookie.com/course/fundamentals-of-materials-and-textures/
I think what most concerns me is what appears to be a lack of preparation. CGCookie has many great instructors and resources. It appears to me that more could be done for the staff to cross-collaborate. I also recall the old discussion in the Shader Forge section about the Musgrave node appearing to have parameters that "don't really do anything", where the problem was a lack of figuring out ahead of time how they all interacted in concert, whether asking another instructor or a developer. Can more be done to remove barriers between the instructors and the devs so that information is more complete and comprehensive? It would greatly increase confidence in the tutorial product.
I've been "loosely" following your flows but I've only touched on the actual processes! I'm looking forward to working through every course but especially the materials and shaders based stuff! My modeling and animation skills will always have room for improvement but I have to admit, my skills in material making have fallen further behind!
I've really enjoyed watching your tutorial vids and I gotta say! You're easily one of the most accomplished 3d artists ,I've had the pleasure of learning from,in several years! All you guys at CG Cookie have done a slam bang job of putting together such a valuable resource! Thanks so much for all you do! You guys are awesome!!