Hello Ladies And Gentlemen! I'm happy to present you here tonight a quick yet thorough introduction into the world of next gen physically based shading made for artists. My only hope in doing this is that more artists get to worry less about technical issues, Believe me, core artistic values will still be key in the coming generation of computer graphics, so just listen to this and forget about it until you get an actual tool to test all you new knowledge on. Concentrate on colors, lighting and composition instead and when the time comes you'll harness all the next gen awesomeness to do something truly outstanding! ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Extra special thanks to all these kind people who shared their slides freely on-line so that I could reuse them here: http://renderwonk.com/publications/s2010-shading-course/hoffman/s2010_physically_based_shading_hoffman_a.pdf http://www.manufato.com/?p=902 http://en.wikipedia.org/wiki/Reflection_(computer_graphics) http://download.autodesk.com/us/maya/2010help/mr/shaders/architectural/arch_mtl.html http://filmicgames.com/archives/299 http://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ ![]() |