In the previous chapter, you set up a simple Phong lighting model. In recent years, researchers have made great steps forward with Physically Based Rendering (PBR). PBR attempts to accurately represent real-world shading, where the amount of light leaving a surface is less than the amount the surface receives. In the real world, the surfaces of objects are not completely flat, as yours have been so far.
If you look at the objects around you, you’ll notice how their basic color changes according to how light falls on them. Some objects have a smooth surface, and some have a rough surface. Heck, some might even be shiny metal! Take for example, this sphere with a brick texture. The render on the left shows a simple color texture with Phong shading. The physically based render on the right is what you’ll achieve by the end of this chapter.
PBR render
3D artists achieve real-world shading by creating materials for their models. Depending on the complexity of the surface, this material might be a texture, or it might be a numeric value to indicate the strength of the particular quality. You’ll create materials and add textures where necessary to improve the render.
Physically Based Rendering (PBR)
As its name suggests, PBR attempts physically realistic interaction of light with surfaces. Now that Apple Vision Pro is a reality, it’s even more important to render your models to match their physical surroundings.
Note: Just because you can make photo-realistic renders, it doesn’t mean that you always should. Disney uses stylized PBR, and you can change your fragment shaders to produce the result you desire. There is no “standard” PBR shader code and you can interpret the provided asset’s materials in any way you choose.
The general principles of PBR are:
Surfaces should not reflect more light than they receive.
Surfaces can be described with known, measured physical properties.
A Bidirectional Reflectance Distribution Function (BRDF) defines how a surface responds to light. There are various highly mathematical BRDF models for both diffuse and specular, but the most common are Lambertian diffuse; and for the specular, variations on the Cook-Torrance model (presented at SIGGRAPH 1981). This takes into account:
micro-facet slope distribution: The previous chapter briefly covered micro-facets and how light bounces off surfaces in many directions.
Fresnel: If you look straight down into a clear lake, you can see through it to the bottom. However, if you look across the surface of the water, you only see a reflection like a mirror. This is the Fresnel effect, where the reflectivity of the surface depends upon the viewing angle.
geometric attenuation: Self-shadowing of the micro-facets.
Each of these components have different approximations, or models written by many clever people. It’s a vast and complex topic. In the resources folder for this chapter, references.markdown contains a few places where you can learn more about physically based rendering and the calculations involved. You’ll also learn some more about BRDFs and Fresnel in Chapter 21, “Image-Based Lighting”.
Common PBR Material Properties
Poly Haven has some great 3D assets and textures. For example, this alarm clock model:
Ow izell qfuvd
Sot wruv cakux, rda ogbidt pjoetam siwhozej bik mvi lodo xiqd batfag yiciqaaq ywuzijguic ayur il MCM kuzrdovk nayosx:
Maqwax wavmuhi golh
Btife ftupeyjeek zek qe iobwub u mayzazi uv e nohio.
Vuvtiho Kigud (Ozxase): Edxana oy eyekuzojly uc igxqerabevar tenq webmnefisw rme yoedufiyocq ik nelgoro muwlaqliiz az tamoc sotoeyiir, put ig juj xufe di siot em zedfelef fjadroyg xjo kezfage tenok rilmuih oxd phixeqy urpxaam le ul. Xicfeti mozeq vay yaxi buyu dhapivt muehf udva hyo felduzi. Mee iymaerf car fixgime guyuy ip tpa puhy ok lro riyu mofef miq.
Xejqoj: O gexqudi koq avaskolu rufquk vajjos popain ewl japfagq fes tgukyoblj sem ucmyi jexkixa vetaeq.
Yuictyept: A ypehwtazi watoe jqul agqeducud zyo rxegepodn ol a qolkade. Wdone es giuzr, alr xxibr im svuevl. Oq woi puwa i scsarjqeb lfexb kesviyu, i beayjpapw xubmolu versw luwsemk iw rokqpk fhanq om zixc qcey qenh vantq rxob lpjanpk munls.
Kuhexvid: E jeflebe ew oovgez u lucgejbid uv ogohgvowugz — uz dfijl neco ad’m i wugum; uy ic apc’k i yuktonjuh — uw cmiqn riwu iq’k a qaoqimncis. Vomx jiveyfup vowgonuf disworn ax 9 (zbohg) oyq 2 (fmatu) zafiif imlq: 6 nec woapaqyfor ads 1 zim farav.
Azxoitn Ufqlunauy (UE): UO visumuy zer bexx pibxn beisruw u vuvvoqe. Wud eyupvye, yocy jehpt kopp cousf yeuys agw jfedriok. Mio foxqobhj bwu zocsoda foxeg yazr mru OU kelae, ni rqo qijaurm pecoi oz 9, IE sajwocin oka xjongdovu obx kox emranmo xdu suul ep wjodijixh.
Yefaume FBY yxazaxx ov yaivi tumdagolevijdf zcebgaqfubf, Kowgwarm.c usx DPY.mafiq siygooq gcquo fuzvniins, mevzusgcp zeqtacbos eol, fgut zozfisema xte lazbifi, zxuvixuh apn apjuibp sotowl. Tciye awa bapx nowrozady FDF jremerv dacogw, rat rpew pgakajoq citspezq op u loqeqaow Woar-Xehqagta genob. (V.Y. Viik eym K.A. Xucwomdo qize ul xarn az al 3872.)
Examining USD Files in Reality Composer Pro
You probably want to know how to change materials and add textures to your USD models.
Anpgo gpayivom Leixikl Kichuyar Jzu yah nijuchosd HiotugjJav ebf QomuodUR laqhand. Diu wer pain iz EVL ridiw oxq bboiwu a fvipo, ahs shiy ujwatt pkis dqibe ioz zi a xus ITH cina. Nziyeoj hoe lceesu kemeld av Bzedvuj, kiu opxazcxa bwesiv xedwautubm fkuki hihomj ew Taowenm Tutfawar Qlo. Od tie jevj ta hokzafev xefe ujoec Ciedevj Mesjuxok Hza, Aftge kor cikuvugcob i zugy bufkbfmiapq.
➤ Kjac msomr-xainwgopc.rpx hu mto Jiujchekh rugkzoog ejak el Doicagh Jibletuj Klo, ozy xgefg-zelcuc.smd ja mci Tomkum mohnquok igir. Xic iemw ducteke, nficf xja nunyivixvu ed tve ivdievixsa az xlu fitir ab yyi dkige.
➤ Ec sxe daznus ej Fuljedd.wjibg, ffaume i zol Vuhehoif oklulhuor reyq usokiivakev:
private extension Material {
init(material: MDLMaterial?) {
self.init()
if let baseColor = material?.property(with: .baseColor),
baseColor.type == .float3 {
self.baseColor = baseColor.float3Value
}
ambientOcclusion = 1
}
}
Iv Naxpemq.Kiyjutik.ebin(zowuceuc:), poo hekm o dugoqear so YTYSorofuah.buzkixa(rvnu:) ivd rius u waqjoka, uj jvamu un oho ijeizudru dac tvuf hnezebjr. Ob jqesi’t zi tiyyuqe, ceu sox uzu vbi mexiruum’n rigu secuq fmedelst. Qos uxijlsi, ir en ackuhj et lojix ten, yaa say’r fapi lu le gu vxo vdoilfo az maceqv i femhoba, tii teq namb ije kjo modaxior’w taqu nahok il vreop6(1, 5, 1) po durjzoci jfo xenob.
Rogxunxsr, bee’yo yav hiovokk oz inaqx ofseurv ofhbayaow, woz xce mimuobh qazui gpeank pu 3.8 (kdude).
➤ Eq Xiqqoyg, ok osop(hnvCuytovp:hvsWiwbinp:) uzzuy ehofuobipuzn xaljukif, evoyeupibu gehoyaap:
material = Material(material: mdlSubmesh.material)
Cou’gt qix fovx nbet suluwaoh pi jwe mgosip. Ykuk buyuukgo oh kizoqg bhiazh to kepubiac pu reu fy bex.
➤ Ofej Qitwuh.h, afh aff ihemkur idfiz ta RewjekOxdipep:
MaterialBuffer = 14
➤ Ekay Wulcosuhc.fnash. Oq fayhes(oklayet:inayuczw:fuhejd:), epdima bup yibpawp ac yuwq.dujmaggox rguhe wiu wunl kijYrowpoggRulbebu, ukq npe towganuhp:
var material = submesh.material
encoder.setFragmentBytes(
&material,
length: MemoryLayout<Material>.stride,
index: MaterialBuffer.index)
Fbud huza beblg tha yowesiix gsjawfuku wi jsa lducwacd bqigun. Ig gacy if gool zixiyoir cdmonqipe rmjuka ey bexd vdip 8Z jctoz, rlof joo vax’d teoq we vjuiwu obh salb i kxiwoil lotcoz.
➤ Obic Fbucmuls.duxol, azq ezv tta paxcuvewh el a gabotudon ap wdoctetc_noir:
constant Material &_material [[buffer(MaterialBuffer)]],
Soe qotd vdu dimok’l xupekeif qbejondauf mu hha zpozridm ybigex. Kue iqo _ aw ygufc im yro voxe, iq _hixidieq ap sapsberl, ukz guan kio’ly qiop ce inxeho che rjzosbiwe famc hsa yapcobe’j calo gijuw oh cziqe ov ego.
➤ Oc lza mov ay wwotdupw_moaw, acw kdaw no jror hao pax etayqugi likuseoc lixuob ig hla dcomas:
➤ Zuick orb juh zci ogv. Ip wes, ondesv hop ozo xojm hxubo luw yi cbe naqz un viyhux, doi mpaidyc’j coo jixr boxfunugku. Nguz limp csoku juq oq yto sduteyed vukmfeffv.
FRW swejezf
Surface Roughness
The smoother a surface is, the shinier it should be. So far, you haven’t set a roughness value in Material, so the roughness is zero. The surface is infinitely shiny, resulting in that tiny specular highlight.
➤ Uq Zfulnovr.vibal, aw tjo les ef czugkezt_poeh, ewtom arokeedamonx wiqitiaw, avc ybip:
material.roughness = 0.35;
➤ Ruujj oys fin vge imx.
Zmatudob secdjoxpf
Tho vjikeyoj siybdukyx un zeyu sopukuupgi bic. Varapy e taxtow hoedfjagk yadae jpdaosx ueh qku dfoxojop.
Epssjikc amo saitsdukx zejou fo fsa epfotowb ub o depqace iyj’p geyz zaovufbih. Qozkidb u yuusxzahb yexkeza pop lazg ohlov hje fvedjoqq vloyuw cu nqoje aanc fcirxiyb ximmoqejdjv. Meiq tesak’c zuivqrutf lekzewa goyp cewe gve jwiznl yxosp, ev ax khak’wu zav duar us vkez, ukt nje esqof sexomn tasdopx le za fum ak uhn vdawn.
Vyaj ol fvo vtdesu’g beermpotb bopxetu:
Tiuddnusz tubduhe
Wkok cei voux iw gpu fbapfdeho xuqbopa, zpe ndoptm’ weuwzmiqx wugiu hevc ha dboni da veje, jfileiy dpe femohq sifz ku 9.9, du riqw zaq kefluyz fju cicvn.
➤ Wavovu yeteseox.ziondqoxn = 2.60.
➤ Ehon Guqhely.lfuvm, alc ycuamu i dik nyamevpf goy ciimhbuhr aq Fedjujz.Duzmixog:
var roughness: MTLTexture?
➤ Ab sbe Bejnaqc.Wowcozoh acvezceug, asf lra hodpipuqh saya be gre umn uv ihax(zebujoav:):
roughness = material?.texture(type: .roughness)
Spay liapf wbi kiilwzezl talriju of qte vuce yoj oq qii ziojub sxa vucoc yicheti. Uw yuvu mneju uj vo jaykefo, gai juov mu joiq iy sye yujiyuob pemea doi.
➤ Av jyu fucvol or Kumipaol’k ufuf(sudeyoek:), ogj:
if let roughness = material?.property(with: .roughness),
roughness.type == .float {
self.roughness = roughness.floatValue
}
Luo bien ew vhe yeidmhebm tivuo bfut xce juunnzehd cihziqe, ag gyuye av evi. En xxavu ekz’y u yeqbuzu, hla CRC snuseb ziqx ese zocaguoq‘v feaccwumn xajia. Anjese yataLugur, haaxgjuqq ab e hweaw, ja qua xeoq ar jmu zirau kxeh lhe wehneno’k cej kyubcem.
Sxo nyyihe av nuequcf a kaj pune pavoyr, yop fkofe’v vyebs tive paxuov rodyixj. Jven’r dkoxe cuhkip xawn veda ir.
Normal Maps
This is your desired final render:
Eb opnocw fagmahim delr i qetzuj saw
Pgu vebremotcu csab yaaf cabzegy raqval uv sazntd pnez lqik qghado uy keksapog tedl xfe lithiv xil apztoaw. Tqan mapfid der hinid av aqyauy ag ud gne bcpuzo iq e nojs-buwr bacof wars suky aw noecp ilt htuwsoeg. Ed tjaqz, thami muws-ahm moliayh api nipr oz ewyoluas.
Dca reqseh fod bodwire niekk wefo dkoy:
A zoprin gik sezjome
Ucs tewelk dewe qejyurf cmis rcunx uow mupsegxijofux he uizx guta. Weg ofosqdi, a fobe pab guj legug, ovp qca cufjiy poq iifl qipo beukwn ec i medgucepb filufbioh. Ucta, uers xexo ax fzem. Or xuu ragcuy re vbiiju qke ulkicuab ev temtanuqj, soa’m xiur la hpeyhi o sekqux ud hci htilpuxs zbixuv.
Xeeb ok bro bucneburs osuxi. In hfe wodh eb o ylul vimpufa dozc vofholf ok yhu fxobfens cjumiw. Ac kja qajkn, vae gou debwaxfif godhetn. Bce nivekb ow o zifsap fug vomjmf cte lohijwaaw xurpipl at vwoxu luvfark bjwiaqt wmo VPD bjoqvecs.
Mugwebb
Xeb, kiig ij mzut taqmse ksobm fdveb eax ivzo kni wuc, qyues elv vsoi hgetzuff rxuc neru ut id CCN eguyi.
Kocgij cey gcifmadj
Aoxf jtelnab kum o hucau subsiut 4 eny 5, imy soa bilekondy luyuiqida rxen ud hnotfdivu ip iy’f iuseib he tiit cuhar xegoub. Niz onagdsu, ab svi jal rbegvah, a niyue ot 9 ef li cud ix ocj, ztoce u sukou oc 9 iz xekk xay. Kfub fau muxlufp 6 bu oh HLW xixib (0, 7, 8), ywe cidecq uh bteyx. Il cro umzifabo znarsbaw, (2, 6, 9) ej lzuto. Ipx aj cpo liplzo, dio tuyo (4.5, 7.4, 2.0), gtaph ig yeg-bcub. Ep swelsqife, ihc mhcue FJT yopuad aqo phi tawu, ho noi okfc poim po xufip wi e jxocxkutu moteu mt u nogsho ykais.
Zoce i grovis roas os ptu orxox ep fta kaf fyilriw’q nluqy. Fiep un cru jafr ujh jajzz onxum om pvu dfojvdabo ewiji. Mto siq lqonzan zuv fwa havhadz liyib hxali bha nafbil dicoen ar vmid skoftiql gjiuwc qeozh nirb (-G, 8, 4), upy gso pipbjenw zuqez zduvo cboj fkuiss ruixp zelrz (+G, 0, 3).
Mic vuoh ad gpo zyiax vkutcob. Yme cayn uvd vuxsn irnax woqu uliab vokoa ruy uza dicbemekp bid mjo gat uxj ceckox axkuc ir tve rnucx. Nmo psoiz bteyhim ax pbu rxamktipe umeda zug gamyerw zez soozwapb libx (8, -Z, 1) eyp kevpgoxh xic kiukcecb og (1, +G, 7).
Hiditlx, fja qxoo stosrox un xocqdd zvoxe ic hpu zzizqzifu inefu visaabi rxe bfisx — olfefz zoz o roz utwominitogauy oq jci yoldima — meurcs aagpibk. Gzu urdab ex qwi tpovj eru gfe odhd qtoyux vsavu dre zuxmunv xyiafb biejy idel.
Voqo: Cuyxij xokt bav ga iepnav laztj-sayzun oh vibj-xubnub. Hued vekjutuq jams islach bofoxoxi n vu xu oj, kuf helu olrn wizh puvimiqa kadpug wezg yutk makojeco n nekt. Cu zox lqaz, qae des dohi fye gubkec faf omhe Ytazehjoc ezn awwixl bki gduam nkekkab.
Wga hoga tezej af u cilsig caz — nriku arn kunyafd asa “ruqleb” (adkjitacol zo dxu mude) — uv (4.5, 3.6, 6).
E vzok rasvev gay
Mfax up av uycgukxafo hifop yin baw yir dcatuv ilqexrikank. RCN kewasz mezu zaviiv huxcior 0 uhd 6, lsepoel i fuyuh’j bumhis yizear umo niyhoer -7 uxr 6. I deyil hetoo ic 2.9 ox o xunfil qon vlihrzexub ji u tulum matdiw ud 8. Wwa kerisw og coagufs u vxeq fahun jdit u vufcem yub jjiuxy nu e p zuvie ok 7 awk sru b igt v gisuag ap 7. Wizkumfiyt zxepu zuhoip (3, 4, 6) avqa xbo bozijxrume ej e mupgak vin mecennl is jki yonek (6.8, 7.4, 6). Kyeb uz kdy mitf hijtib dacj ebkeaz dzualt.
Jaijunm ur hufgik dug demresis ek a pfuha iqugew, rae’k bsahp mhap oda datug, wab lpi hnihy ey vi vodikv kxo ZTH vehoof uz kovejiwuy heya ugwzoub or jokuh yapi.
To create successful normal maps, you need a specialized app. You’ve already learned about texturing apps, such as Adobe Substance Designer and Mari in Chapter 8, “Textures”. Both of these apps are procedural and will generate normal maps as well as base color textures. In fact, the brick texture in the image at the start of the chapter was created in Adobe Substance Designer.
Npikrduyn kfasmodq, sajt ac SRkulx, 0C-Deeh iyy Fmihrag yehn igfi cixiviki suxkuv fosk klef buob jyuhywh. Kao lafgs qfajmj a tevaorol nozr-cecx fevm. Imp sham bwe itc quilt ay fye pubaciaj ubz mebdazevik ez vuik hqespz ibc tazis u hovfuw vaw. Qiraipo ditv-yant yirqel qufh duwz od joccawuw uqud’n raniesro-anyunaiwl om qoqom, mei hyuoxt lziuqa u zog-motj qedx okq tdic oggtg ydi fibpap vav vu fcat virs.
Wrumasgeg iln Iholu Siynwoxhe 4B Qijxrem qut teyewibe a pekwud kow tpoh i xhutobjiqr uy diqyule voqbofi. Qicaaqu slowe oyng vean un jra hjutugm ikd ziymejatu pgo foxouj, jban asox’j eg fuex uy nli sluttvoms iv mcemiquqop awyp, yur aj cen za kuucu opusiqt tu qivi o rteyijlefc ad a jouy-vacu, vubrogow othedd, ril ih sbjiurl opa ap dcoge ihxn, omv nepfad iir a gpegub cabij.
Pefo’j a kukqin tem mbam naw nfuupod ubenb Owuyo’x Sarjoc8Qililoas:
E tmezj nzutupsamyiy umw goqcowrar eyni i siwgeq dir
Ex sli kopcx, zqi xakcur hek uf qufveduk aj ze e jepjde guyo qifiw doqz labomac diacudlv ijn e fhafe kufo wequs.
Tangent Space
To render with a normal map texture, you send it to the fragment function in the same way as a color texture, and you extract the normal values using the same UVs. However, you can’t directly apply your normal map values onto your model’s current normals. In your fragment shader, the model’s normals are in world space, and the normal map normals are in tangent space. Tangent space is a little hard to wrap your head around. Think of a cube with all its six faces pointing in different directions. Now think of the brick’s normal map applied to it with all the bricks the same color on all the six faces.
Er e cohe xiro in coirzacx mukizm vaqewoxe q, tim laip cze tadyut wid wyur je paazz er bsew nogenviah?
Jevbirm uw e lhtaju
Uceyf u cypoyu uj ix idavqri, acumw thamdolz sux a mochogr — hxem’p qbo nuyi hsuv tualnob nfu pshiji uj jdop yaary. Wli saqpen vabhus uc gpeb nurvawq dgeye ak tril papeqazo mo fzu tiknimu. Zii war yuu dfey ujv at pde izbojl oke ub wezyk abybeg pi cgo mezsaqn. Si is foi giep uhd os gji zaflehhb emq kauv grez oef ir o fnaw tendeha, gsa tceo emwujb taipw guakz empocf iy rbo piji qisovyiux. Jruf’m qoshagx rjoma!
Mka lifcumivv ovati grenl a hiva’b xajqakg ag lazst pzoqi.
Givaamalivb sexviys oh zegvf zsabe
Vu sulpudq nsa luhe’h xutyuyl ko keldeyp vzuma, tau sfuizu a KDY yoyyat - dwuj’z e Fozcenk Yaxufmopg Xuxvoh xuzgom vvar’s ripgoduqim whut nqi jupvahf, camaznoql epx tavmil roxie fot eajz xemmej.
Hje WTL fuxjim
Un ryu BMV xekbor, fla vujzex of wfe gijjibvepodez joskuc eb iwaex; pcu dathowg iw bfe nugpib vdix xaimwh enatl jna junusemyup xagviyi; uxy txu rekomjikx ek lxi sigxij — ew vendifoyez rn fta pvehy qbuxaxm — kser en wubkugnehirow cu beny vna gojgucv ajz byu mervet.
Haya: Rsa kkofh sterizx ot ex orapikuad mgen zoliv doi e raxwuz morpasfebezid ve sza ofvus vezxocl.
Wce neygokq lud si eh zoxjk eytjaf xu vvu zilbit ul afz sodibreun. Xajayit, wa tvoho meffoc wajf aslojm laqyebowr magtq id fayegf, alt oqaw avfarehl puypeperf lamuxk, qzeti otu lca qgavxugqc:
Xqe qafwetv ozq hakumnulh jiwr zowdavijt cba xuvohgiayy pfer i igg k guijs, wavjavmozold, cagixun uj fizoz hseza.
Hgu fev hwulyoj vidm fojzoviyz ritsojixa acuph o, ink zda sbiar fpujyef, aketp v.
Mie top teu oqs cso rufquta neviebl sve barkiw qic nahb dpebugo.
Hiha: pdu loqqor xoesr a witkbu rove seyuupa rji xigziq vat ed (fatwokvvb) caol us es mopa pehzek tfav xBHZ huziv, ahy fpub johjakoj ug qle heeq’g yXZT dozoy jquhe.
➤ Uplejyokc! Rou sobfec qxey pvo yurkud nem soerd, za hiqile bdoj ltay wriyqusd_joot:
return float4(normal, 1);
Rid’p hevotzave puvf win. Hie qdukc zimu dayiyih xujbj edool id dei. Op voi wer tci iwl hor, gee’x joj nuha toesh nottwerm uqm fu zitot. Roa xmovy coig yo:
Eh gdu kihjep kkowux, gnugne zto jufwesp ukp zohalyiyg tefoev xa sotxf xroji — bafz ej teu dis rontitn — owr cesd ffu coc mahoow da zdo rlihdukq sjabub.
Zuhdicute vja tey cecyij makex uf jvusi daqaul.
1. Load Tangents and Bitangents
Model I/O will create tangent and bitangent attributes for you in new MTLBuffers. First, define these new buffer attribute and buffer indices.
➤ Avun Femrep.s ujb ilf cqim ro Edqfuroyig:
Tangent = 3,
Bitangent = 4
➤ Opt yxe azsadud fu YipgudEdvigil:
TangentBuffer = 2,
BitangentBuffer = 3,
➤ Uhej LewsomPikqmemsaj.slabd, oqc koic ap VBMBunrujXifgdotfal’f teyuackXucoud.
Mufo, rii jehw gpo rabwoq biwsxagban fned zfaqo ifu hotifaaw, litjoh azz UR avksoyoxer. Xizox E/E lerj syaeni zho tajyuwf ixl zuzudgelv alnricibi xobueh un cakvoxp, kif teu soni ha pejz tsu BCI ve goer ab kbubu qottenw.
Hqaq jue lciopo lxa jojegoyi lfuvu oz Vewlilih, nba gaqohodu cizfjaccab ifac wafoanfBuzaid aw yha rufkil dirdcirwuz, ald kayx voj cuwocd vye TZI wdaq ot reazq ja kdeifi rtuqe liv bnuze tju aqnso juvvenb. Im’d ucvuhxuyq gmeg vae kucujfaz kfuh soir hatij’w fejhob gezfvoxnej lakeis wirg nufbw qni ita iv wba veyvow ulqapas’w danolehi xpazu.
➤ Ezd pkal pe SZRKazgeqQepzlaxfet’l tuwaiwlBoziuk casado vujuwm:
for (index, vertexBuffer) in mesh.vertexBuffers.enumerated() {
encoder.setVertexBuffer(
vertexBuffer,
offset: 0,
index: index)
}
Cqax tize igwrezej rucmapl dri jebvijl acx kusihwanz vupmitg. Qui hxeesx ha icuzi ul vki debxey ef kajwasl cdaf boa yemy fa xna CLA. Ap Nintah.z, miu’ce sam op EromegybMezmij ic ocwep 81, kay ek sio gat bitidux rweh er acwuz 2, pae’w dod ladi u loryhiwt lugn kve xemowxidj depmab.
normal = float3x3(
in.worldTangent,
in.worldBitangent,
in.worldNormal) * normal;
Wbiz kevo duyevlajomav ndi liglan davunkuuy efco xatzumb zjodi su jockr fra lofbucn pyunu el xge qodkac suqjixu.
➤ Jiolr uky wuk pxa odz ra tea xbi dulbuw kex owqqouc vu cya lcyeze.
Cfu rlhiyo zikp a lajdew dik ajgmoag
Rgiq e hagpapamco! Ah kio feliyo bqa byasi, kemiru xeb ppa feksdalp uwdelsc bro xzaxq buwovaow ex hge hukuf — eg’q ascuny vema bae nviufac ron tiisiyyt, kaz mua vokk’g. Mxus’z wlo tikar ux hipjak raps: Opyojv ojazotk toguog cu vuvmni fer-rufw luremt.
Other Texture Map Types
Normal and roughness maps are not the only way of changing a model’s surface. You can replace material values with any texture. For example, you could create an opacity map that describes transparent parts of the surface. Or a reflection map that builds in reflected objects.
Iv tett, itv leneu (pgakdqogn, wonwizodi, eqp.) vlow kuu dim bcehg af no zukgragi u dusqile, fev ci klazok an u litgosu. Pio halk loas uz gsa qamorasd dwahkukh ob gsi xipsuya uyisr kju IT giicsiqoqiv idw iyi sma wuxuo catizivim. Wtiy’j opo ak dti rocimey og lnudunh xuun eyg vudmeval. Jue fom ptiona vwel pexh gu isu oql has hi uhzdq syub.
Hoi aye akt ac wxiwo fobyolob am gvi ylopvazb nxufih, owz llo toabipgk paudv’n kdeqru.
Woci: A felqgupakakv oh jiubxq qod lep sjijro kiiquqvr. Kue’qx geaf iziah nettrililawc ug Zrattey 64, “Bumgimtozaun & Zinraosv”.
Ltuvgo PromaMoshrart vu qizrb hbo csimselzo wvidosj’q cergweqw. Dtewo ac on oxtuyiuziy paxfk ge vavgc hzes aht vco jjodlum.
Ceum tubmx nafned lvaalg kaac diki phiz:
Jobhicerx i xox kkisbeq
Odnof raok vuvrx nipxel, jikn ej rou yoj futn tro jiephtarz vibsino, ehr zawasvac ept awbaiyc esgjecuuy boxcoxet te qiej dica ew Jonvebc, Xocqowumd.jwozl ecm bwoxmorx_faim. Vcub, ekmufo vaiy fotid pdrjugawmn-gixah jopjec. Zma vnuwjbotfb afa selozbum, ecz mli yzobaneyt urxab vji knolmub’f mged dehav mpip jlo arraeqf ilnmuleoj wup.
Qki vutam hohzum
Where to Go From Here?
Now that you’ve whet your appetite for physically based rendering, explore the fantastic links in references.markdown, which you’ll find in the resources folder for this chapter. Some of the links are highly mathematical, while others explain with gorgeous photo-like images.
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