Fantastic news. Meanwhile, Clement did a cool hack for providing PBR: http://www.clement-foucault.com/#blender_pbr <http://www.clement-foucault.com/#blender_pbr>
Available for Win/Mac so far. Varanda > On Jan 27, 2016, at 10:51 AM, Ton Roosendaal <[email protected]> wrote: > > Hi, > > Plenty of plans in this area, and we already started work on it. > Check the code.blender.org blog to read up on the design proposals and > planning. > > -Ton- > > -------------------------------------------------------- > Ton Roosendaal - [email protected] - www.blender.org > Chairman Blender Foundation - Producer Blender Institute > Entrepotdok 57A - 1018AD Amsterdam - The Netherlands > > > >> On 27 Jan, 2016, at 13:35, Juan Linietsky <[email protected]> wrote: >> >> The whole industry is moving to physically based rendering, and suddendly >> tools like Substance Painter, Marmoset, Unreal Engine 4, etc. boomed >> >> Having worked with it, it is safe to say that the current diffuse/specular >> model is obsolete. >> >> So my question is, are there any plans for Blender to move to this? >> Currently for us, game developers, we need to move our models to >> proprietary tools to do texture painting. I know there are a few scripts >> for Blender to aid on this, but this is something that needs to be >> supported in core. >> >> Cheers! >> >> Juan >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
