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Tino van der Kraan

Unity 5.0 Physically Based Texturing WorkflowNovember 10, 2014

By Tino

Unity 5.0 gives its rendering engine an overhaul by introducing what is known as Physically Based Rendering. In short, this method of rendering comes with a lot of useful features. One of them is the more accurate representation of dielectric and non-dielectric materials (metals and non-metals). And it enables energy conservation in a material which basically means that the amount of light leaving a surface will never exceed the amount that hits the surface. A linear workflow is a lot more important in combination with high dynamic range images and tone mapping. I’m not here to embark on a paper that explains all of this because many have gone before in doing so. Please check out the links below to understand PBR a lot better than I could ever explain it.

Physically Based Rendering theory:
http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit

What you can expect to get out of this blog is a method of how I usually create textures for an engine that renders using PBR. Hopefully the following tutorial will make creating these textures a lot less troublesome than it may have been before.

If you have any questions for me or tips on how I can improve on this workflow then you can hit me up on Twitter @Tinovdk.

Thanks for your time and happy texturing.

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