Blenderビューポート上でリアルタイムPBR（Physically based rendering）を可能にした独自ビルドバージョン！「Blender PBR viewport Branch v0.4」が公開されております。

※2016/06/07 – “アドオン”という記載をしておりましたが、正しくは”独自ビルドを行った別バージョン”との事でした。記事全体を修正してます。ご指摘いただいた方々、ありがとうございました。





PR

Blender PBR viewport Branch v0.4

PBR viewport Branch V0.4 – 06/06/2016

Oren-nayar Diffuse (Env lighting)

Velvet Shader (Env lighting + Point lights)

Toon Shader (Env lighting + Point lights)

Ashikhmin & Beckmann distributions for isotropic and anisotropic

Closest Filtering for Texture node

Material layer overide but only for material. So you can preview one material on every

objects without assigning it to each object.

Linearly Transformed Cosines to shade Area lights with the Glossy GGX (other

distributions use the same LUT)

Material AO to apply occlusion during the shading stage an not at the post process stage.

Algorithm is slow but correct (matches cycles)

Screen Space Reflections for Sharp Glossy shader. Algorithm is from Morgan McGuire

blog and the step is always 1px so reflections can’t go far.

Backface buffer to improve screen space effects.

Bias parameter to control the accuracy of the Environment Sampling.

Performance : Use a jitter texture + a sample texture to generate sampling random vectors instead of computing everything inside the shader. (this takes 2 texture slots though)

Performance : Lights shadowing (and lamp nodetree) are evaluated only once per Material.

Codebase Change : major thing I did is not using the common uniform interface for passing uniforms related to the sampling and PBR. I also splited the glsl files into more managable ones.

cycles renderとの比較も遜色無い感じですね。

旧バージョンのプレビュー＆解説動画も貼り付けておきます。

Blender Realtime PBR Experimental Build Overview

Blender PBR viewport Branch v0.35

Blender PBR viewport Branch v0.2

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