PBR - Needs to be on our Top Wish list to LM for v5

Mach3DS

Charter Member
I really hope LM will incorporate PBR into P3Dv5

This would be a game changer....

I'm just starting to dabble in it - This is from DCS, but the rendering engine is clearly superior. This is what can be done given the new technology available. Amazing! Drop tanks show original "metal" of the paint, and the the rest is from my tinkering around! This isn't a WIP...it's a test...to see how things work.


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Wow, great stuff, Rick. You almost can feel the polished aluminum!
This is also my hope, DX12 and PBR material. It has been a topic in the P3D feature requests a few times.

It sort of works already if you wash the objects through Quixel or another pbr renderer, but the texture maps have to be re-translated to the old FSX style material.

main-panel-10-redux.jpg


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Cheers,
Mark
 
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So, and I'm no expert, but reading the war thunder SDK, if the textures color RGB number and brightness doesn't fall within the correct range for color and or brightness % for a type of material or material conductivity, then textures will look funky with PBR enabled as the rendering engine derives material settings directly from these values. The metallic and reflectivity properties are set in the separate RGB channels of the specular file. No alpha is used.

So what that means as far as the sabre goes is that I had the actually adjust the Albedo (new name for Diffuse) texture, to color correct it, as it values were incorrect for the type of material (aluminum and paint) I was trying create and have be affected by the specular. It's still not perfect but I'm just doing this as a test bed. Wanted to try something new before I go back to XF-92A work!
 
BTW Tom Weiss, I consider you one of the top painters out there, who doesn't get the accolades that others do. I've downloaded almost all your work for the products I own. I consider you a very talented artist, as should others.

Those screens look good. The spot looks better than the flanker IMO. I think though that with PBR enabled it's very easy to see the difference between them. That's not to say that even the devs have a grasp on it... When I asked Belsimtek about it, the artist said that they were still learning... Which, might be true or they were just trying to honor their commitment to NDA as well as help a customer.
 
If and when P3D goes PBR, I intend to be on board and up to speed. The Abrams Explorer project has been Quixel PBR from the beginning. For those who have not experienced Photoshop in 3D Physics Based Rendering, it will change the way you look at graphics.

Thanks for starting this thread Rick, and beginning the conversation.

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In reference to whether or not Lockheed Martin will incorporate PBR, anyone who bothered to read what Bill Womack said about that (see the link I posted above) will find the answer.
 
If and when P3D goes PBR, I intend to be on board and up to speed. The Abrams Explorer project has been Quixel PBR from the beginning. For those who have not experienced Photoshop in 3D Physics Based Rendering, it will change the way you look at graphics.

Thanks for starting this thread Rick, and beginning the conversation.
[...]

That's an awesome screenshot, Gordon.
I think there should be a discussion in the dev section about handling PBR based texturing, expecially about methods of transferring the texture maps back into 3dsmax and setting up the FSX materials or plugging in the Quixel PBR export back into FSX / P3D. E.g. baking the AO maps into the diffuse textures in Photoshop. I'm sure there are several ways to do that, but I'm not sure I explored them all. This is frontier business.


Cheers,
Mark
 
In reference to whether or not Lockheed Martin will incorporate PBR, anyone who bothered to read what Bill Womack said about that (see the link I posted above) will find the answer.

LM said "akin to PBR". Not sure what that means Ed, probably something under their own label. The big question will be which platform will integrate best with a proprietary LM technology? We see the same with the various paint programs used for FSX and P3D, but PBR rendering will be much more specific and will need dedicated tools.
 
Well, there are some new P3DV4 settings regarding materials. I must admit that I have not tried them until now. The best way to view them is to open ModelconverterX and some object.
You'll see this:


mcx-p3dv4.jpg
 
In reference to whether or not Lockheed Martin will incorporate PBR, anyone who bothered to read what Bill Womack said about that (see the link I posted above) will find the answer.

What is the "answer" I am not sure I get it? (sorry)
 
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Here's what I thought PBR meant...first beer I ever had...at age 7 (thanks to my Uncle).
 

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Yes. It's dynamic lighting. However for LM to say that this outs akin to PBR... That's like saying Cheetos and carrots are akin... they're both orange, and the shape is tubular and that's where the similarities end... kind of a stretch IMHO.
 
Yes. It's dynamic lighting. However for LM to say that this outs akin to PBR... That's like saying Cheetos and carrots are akin... they're both orange, and the shape is tubular and that's where the similarities end... kind of a stretch IMHO.

Yes why I do not understand the "Akin" statement.
 
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