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Is the 777 going to get a PBR update for P3D?

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    Is the 777 going to get a PBR update for P3D?

    PBR update for the 747 worked very well, even better now ... just curious if the 777 will get the same treatment?

    Cheers, Rob.

    #2
    Originally posted by Rob Ainscough View Post
    PBR update for the 747 worked very well, even better now ... just curious if the 777 will get the same treatment?

    Cheers, Rob.
    Rob, yes but no time frame yet
    Chris Makris (Olympic260)
    PMDG Technical Support
    http://www.pmdg.com

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      #3
      Ignore my ignorance; what is PBR?
      Regards,

      Aaron Zylman

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        #4
        Originally posted by azylman1 View Post
        Ignore my ignorance; what is PBR?
        Physical base rendering, aka how I like to describe putting realistic metals appearance with a dynamic realistic change to light so the lights hit the aircraft at a certain spot and will only reflect off of that spot
        Alex Kulak
        PMDG Studier and flyer
        Ramp Agent @PHX

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          #5
          Originally posted by Swaluver88 View Post

          Physical base rendering, aka how I like to describe putting realistic metals appearance with a dynamic realistic change to light so the lights hit the aircraft at a certain spot and will only reflect off of that spot
          Thanks Alex. Sounds over my head. 😄
          Regards,

          Aaron Zylman

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            #6
            Originally posted by azylman1 View Post

            Thanks Alex. Sounds over my head. 😄
            It's actually pretty simple, fundamentally:

            It gives modelers/texture artists more control of how shiny things are. Instead of "shiny" and "not-shiny," PBR (physically-based rendering) gives additional levels of control by offering up a few different levels: how much light does this reflect? how metallic is it? and how glossy is it?

            Polished aluminum, for example, would be different from matte aluminum. Look at an old American MD-80's fuselage (polished), and then look at the leading edge of the engine cowling (usually matte). Until now, texture artists had to approximate it by various color tone, and limiting shine, but it was very light-source dependent. If the sun isn't directly overhead, you can clearly see that it's a baked-in effect, instead of a dynamic effect. Same goes for the reflected stuff. I think the generic reflection map in FSX was somewhat of a green landscape. Fine for a lot of the world, but if you're parked in the Sahara somewhere, it looks a bit odd. PBR allows the sim to reflect the directly-surrounding environment.

            Short version? It's similar to drawing a sphere in pencil and giving it a glossy effect by shading it to make it seem like the light is coming from the top left.
            Kyle Rodgers
            PMDG Simulations

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              #7
              Thanks all, will patiently wait for the 777 PBR update.

              PBR implementations vary by "engine" ... for XP and P3D the PBR implementation is relatively simple as to maintain acceptable levels of performance. But as pointed out, it's material and engine combination that attempts to make "light" seem more realistic as it interacts with objects in the virtual world.

              When one talks about PBR some of the key functions are BRDF (bidirectional reflectance distribution function, BTDF (bidirectional transmittance distribution function) BSDF (bidirectional scattering distribution function), and BSSRDF (bidirectional scattering surface reflectance distribution function) as they all work to calculate surface reflections. Here are some of the formulas/math out of my PBR book:





              There is more to PBR than these formulas but these are some of the core concepts around PBR.

              In the P3D SDK, the 3DSMax Plugin and documentation, there is a very specific set of parameters to work with in order to provide an object that works well with PBR. There are other tools like Adobe Substance that works specifically with PBR textures ... which has a plugin to 3DSMax also.

              Ray tracing usage is the next step forward ... which is best to think of as supporting feature under the PBR umbrella.

              Light is everything when it comes to simulating ... the less we bake the better it'll look all the time.

              Cheers, Rob.

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