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House of Blue Leaves - PBR

This scene was a first for many things. I was new to the engine for a start but more so I was using the physical based rendering (PBR) workflow. 

 

After a while practising with roughness and albedo maps I began to grasp the potential PBR has. It was challenging to get various materials to react correctly with the lights, such as varnished but worn wood or dull tiles that still shimmered in a few places.

 

Through research, persistence and trial and error I managed to get them to react to the light how I thought they should.

 

I learned a lot during the development of the House of Blue Leaves and I am now looking forward to applying that knowledge to my next scene.

 

Download the development diary here with high resolution images or scroll to the bottom to view it online...

Click to enlarge.

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