[x3d-public] My proposal of changes to X3D to enable PBR and other material improvements

GPU Group gpugroup at gmail.com
Fri May 24 09:28:44 PDT 2019


I give my tentative fuzzy approval.
-Doug Sanden
more..
Fuzzy means I don't get all the details yet, but sounds great.
Hypothesis:main change: scalar and single-color material parameters are now
textures, and a few more added like roughness and bump/height map.
Q1. how do I do PBR in Blender?
H:  use Cycles renderer and Principled BSDF

https://support.gametextures.com/article/98-using-our-materials-in-cycles

- Blender > set up PBR for Cylces renderer
Q2. how does PBR relat to real-time raytracing like DXR/RTX?
H: raytracing does shadows, takes more bounces to get lighting, don't need
cubemap environment light, requires light to be a shape ie sun or lightbulb
is visible in scene, and can also use PBR - much like Cycles raytracer in
Blender.


On Thu, May 23, 2019 at 4:34 PM Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:

> Hi,
>
> First of all, sorry for an absence in the last ~2 months. I had a lot
> of work around Castle Game Engine and our games (all using X3D :) ),
> and it ate my time. I'm slowly back to being active here.
>
> I recently mentioned at X3D teleconference my initial version of
> proposed spec changes, to add to X3D PBR, and in general improve our
> materials (to also add normalmaps, to pull some useful ideas from
> CommonSurfaceShader etc.). Today I reread and improved this page a
> bit. I would encourage any comments about it, especially from people
> who may want to implement it :) We want to make it part of X3D
> specification, so this is a chance to resolve any issues :)
>
> 1. The proposed specification changes are on
>
> https://github.com/michaliskambi/x3d-tests/wiki/Specification-changes,-to-include-PBR-and-related-features
> .
>
> There are two "companion" pages about PBR on my wiki:
>
> 2.
> https://github.com/michaliskambi/x3d-tests/wiki/How-to-add-PBR-to-X3D%3F
> - This describes the rationale behind various decisions. Many thanks
> to all with whom I talked on x3d-public, in particular to Andreas
> Plesch for many excellent ideas.
>
> 3.
> https://github.com/michaliskambi/x3d-tests/wiki/What-is-PBR-and-why-do-we-want-it-in-X3D%3F
> - This is a collection of information about PBR, why do we want it,
> and how others handle PBR (e.g. glTF, Unity use PBR).
>
> The top-most page with all 3 links is on
>
> https://github.com/michaliskambi/x3d-tests/wiki/Include-PBR-(PhysicalMaterial-and-related-concepts)-in-the-official-X3D-specification
> .
>
> Best regards,
> Michalis
>
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