Creating our first physically based material
PBR is, at its core, a principle that several graphic engines try to follow. Instead of being a strict set of rules by which every rendering program needs to abide, it is more of an idea – one that dictates that what we see on our screens is the result of a study on how light behaves when it interacts with certain surfaces.
As a direct consequence, the so-called PBR workflow varies from one rendering engine to the next, depending on how the creators of the software have decided to program the system. For us, that means that we are going to be looking at the implementation that Epic Games has chosen for the rendering pipeline in Unreal Engine 5.
However, we are going to do so in our already established recipe process – that is, by creating materials that follow the PBR workflow so that we can see the results. Let’s get to it!
Getting ready
We don’t need a lot to get started working on this recipe &...