After a long time, finally, I began with Physically Based Rendering. I was using Blinn-Phong, and I was comfortable with its result, but because all famous rendering engines were switching to physically based rendering models, I wanted to check it.
I was reading a lot of different resources to try to understand the theory, most used material models and real-time algorithms about this.
and others I do not remember at the moment. I liked Frostbite approach, which is a modification of Disney’s approach (base color, metal mask, normal, reflectance, smoothness)
I was using a Photoshop plugin called DDO Quixel which has a lot of beautiful features and also PBR calibrated textures.
The difference between Blinn-Phong and PBR is big, and once you begin using PBR calibrated data, it’s even bigger.
This is my first PBR demo. It is using five materials (gold, bronze, platinum, brick and sand). There are 2048 point lights.