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I’d be curious to hear what issues you were having before this principled workflow and how it improves consistency. Is it because apps have all adopted the Disn
by dahart 4y ago
I’d be curious to hear what issues you were having before this principled workflow and how it improves consistency. Is it because apps have all adopted the Disney shader specifically? Partly wondering because the specific shader parameters you mentioned, base color, metallic, and roughness were standard in CG/VFX production 15 years or more before this paper was written. (I wrote shaders at PDI back then.) They didn’t mean exactly the same thing from app to app, but I think today if we’re not talking about the Disney BRDF, they still don’t mean the same thing from app to app since they’re not physical parameters.
- Daub 4y agoGlad to speak with someone of your experience! Certainly when I first started teaching 3D, we had to choose between Blinn, Phuongs, Lamberts and suchlike. Different objects would be assigned different shaders. That alone made workflows tricky. This was around ten years ago. Getting apps to talk to each other was hit and miss. In VFX, two shader results in two different apps that are slightly different in impact may as well be very different. Though Blender has lots of legacy shaders, I forbid students from using anything but the principled BSDF. This lock-in to one shader makes life a lot easier. Also, the Substance painter to blender to unity consistency is now pretty slick.