Physically Based Rendering

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doodlum

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For Community Shaders I am working on physically based rendering for a modernised materials system. This simulates far, far more realistic lighting and simplifies asset creation. This could potentially save 100s of hours for large project teams.

The vanilla materials are smartly converted to PBR using information provided by Bartalon, so that all existing content can run in PBR.

jonahex is largely responsible for the PBR implementation. I've just added image-based lighting, subsurface scattering (2 different types), and metallic surfaces.

In these screenshots some objects may look iffy. I am focusing on armour right now.

A big problem yet to solve is how to support true PBR textures. This really needs a materials system to be injected on top of the vanilla system. Volunteers are appreciated.



19 comments

  1. BeedyKH
    BeedyKH
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    Can't wait for this mod to release. Good luck.
    Hopefully you'll support VR too. That would be much appreciated.
  2. Archinatic
    Archinatic
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    Dude PBR materials would be so sick.
  3. darman96
    darman96
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    10 Years from now somebody surely has implemented Nanite and Lumen from UE5 in Skyrim ...
  4. sammysatsujin
    sammysatsujin
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    will this affect performance? if so then how badly? this seems like a really cool mod and i would download it if my pc wasnt alittle s#*! lmao
  5. BeedyKH
    BeedyKH
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    What does this mean? Can you show us before and after?
    Edit: I had to turn of the notice and choose to show all images.
    1. SpriteOfSoot
      SpriteOfSoot
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      They... they are before and after GIF's
    2. majk360
      majk360
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      you have to be logged in to see the before-after gifs that are in the comment of the screenshot
    3. BeedyKH
      BeedyKH
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      I am logged in, but turns out I had to turn off the notice and choose to show all images. Now I can see it, thanks.
  6. Somnium0
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    My jaw is on the floor. You're an absolute blessing.
  7. abi008
    abi008
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    Damn, this is huge! Thanks you doodle for your hard work.
  8. IQ88
    IQ88
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    Holy f#€£ ! This is utterly insane!!! Excellent work as always!

    Question though: how will this affect existing armours that have their materials made to be shiny for the base game? I’m unsure if this is what you mean by “supporting true PBR textures”.
    1. JP193
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      There's now before-after gifs, the visual practical result looks like pre-existing armours can be darker, or comparitively brighter in the Nordic armour one.
      If I had to guess how it works though I would extrapolate modern PBR engine values like "metallicness" by the brightness of the environment/cube map by the vividness of the specular map if there's one. But I'm not a dev on this, just thinking out loud in the absense.
    2. doodlum
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      Yes the maps are converted. For metals they take the diffuse colour + environment map colour blended by the env map mask into the f0 term, and the base colour has colour removed. This means that metals are not diffusely lit, only specular.

      Sorry, the PBR one is actually darker... Maybe I should retake that shot.
    3. IQ88
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      Oh, I didn’t phrase my question very well. I actually meant to ask about mod added armours whose metallic parts are made more reflective through some clever use of vanilla materials. The Skyblivion project has armours that look sort of similar to what you showcase here. My question is - how do you suppose such armours will look using this rendering technique?
    4. doodlum
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      You need properly environment mapped meshes. The ones in the screenshots are from Modular Armory. Without it, metals do not reflect anything at all.
  9. RatB0Y68
    RatB0Y68
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    Engine limitations? What is that?
  10. 13coins
    13coins
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    What kind of foul magic is this!?