Mr Whippy
Active Member
I think the problem is you've both been mis-sold and mis-informed what PBR is.I've never been a fan of "PBR" either, I hate the over technical workflow along with the endless jargon, hype and techno babble that comes with it.
The results you achieve can look good, but it's all very "samey" and lacks personality.
I've tried to like it but just can't accept the long winded workflows, it has it's place, Quixel and Substance Painter have their uses, as does Megascans, but all far too technical and restrictive for me.
Good to hear games are moving away from it...they're all starting to look the same.
PBR is literally just a set of equations that make the rendering of things follow realistic principles.
It's not in-house or procedural, it's fundamental physics principles of light interaction with materials.
It should be used to render scenes or games where your goal is photo realism.
Now if you go and use unreal values or use the same cookie cutter tools in Quixel or whatever, then you're gonna get generic crappy looking turds.
But then you look at games like GT6, Forza 7 etc, and they look natural and photorealistic.
And in the end if you just want your content to look realistic then PBR is less technical and easier and faster than trying to fudge a non-PBR engine to do the same.
Just look at all those horrible effects like bloom that we had about a decade ago, that 'faked' glare, but did it badly. Now we just do it as per reality and it needs no tweaking, no compromises, it just looks right automatically out of the box.
At it's bare bones, PBR is just doing energy conservation and fresnel response on all reflections (basically lighting)
Gloss is self-explanatory, and for dielectric materials (non-metals) you have a fixed specular value. Less gloss, softer bigger reflections. More gloss, sharper smaller reflections.
Albedo is pretty much classic diffuse. AO is just the shading you'd paint into the diffuse map classically, but is now split out separately.
I agree there is no 'final' art in any given texture. But really you're comparing apples and oranges. No one paints 2D textures in separate RBG channels, you just paint in all three at once in 'colour'
That's exactly what a tool like Substance is trying to do for you, let you paint as if you're doing a still painting but over a 3D model, and let the software split all the information out into the various 2D channels to allow those artistic intentions be re-rendered again and again, under various lighting situations, angles, etc.
At it's core, AC is a PBR engine.
Now if people mis-use PBR with procedural generation systems with everything looking like it's been tumble dried with sand-paper, and/or hacked at along it's edges with a chisel, then yes it can look shite.
But that's nothing to do with PBR, that's simpletons mis-using tools and doing a shitty job. But that's not exclusive to the PBR engines, or of graphics generally either.
Just look at bevel buttons 'effect' on the web circa 2003. Drop-shadow buttons 'effect' circa 2011.
HDR photography since about 2006 where everything is mushed and weird 'effect'
Transparent jelly type buttons ala Apple Mac web style circa 2005.