The Principled GLSL
hi guys, i made my own uber shader called the principled Glsl, it mimicing PBR-ish shader in viewport on the old blender internal/game engine with openGl rendering for pretty good result, the big advantages it's verry optimised and can push a 5k or true 4k rendering in 5seconds. look by yourselves:
9 Comments
Is this a proposal or a pitch for something you're already working on?
@Jason van Gumster: it is something i working on, it use the node of blender internal material system and advanced abilities of the UpBGE fork like Subsurface scattering
You know Blender Render and Game Engine are removed from 2.8, right ?
@loic.dautry: Yeah, i know, it's made in 2.79 , i had a verry basic laptop with core i3 and 4gigs of ram,no dedicated graphic card. i was trying to use Eevee in 2.8 but i can't, it's too heavy.so i find a way to have my own "Eevee like" viewport on 2.79 using UpBGE.it use a lot of math and trick but it work, and it's easy to get good results just like with the principled Shader in Cycles.the main advantage it's is fast for rendering and the quality is pretty good.
But the purpose of RCS is to do proposals of features and stuff to include in future blender versions. So you are off topic :/
@loic.dautry: ho sorry i want publish it on blender today, since the two pages was open i publish it here by misgard.i will delete the post.
no problem x)
Would love to see this implemented for Blender 2.8, we desperately need it (but there's no more game engine ;-;)
* @deftestblowfish * i am so late, but there is now an upbge eevee version, just google it, but the last time icheck it the performance was very bad.