mantaskava
many 3d models do not need PBR materials, for web app, mobile app, mobile games etc. As we work close with game models like in megascan it have all PBR maps but for mobile games they not needed. Also some product render of mechanical parts etc does not need PBR, and CAD software i believe do not support PBR, archicad, fusion 360 etc
Yeah but who makes professional/commercial renderings with native (and not third party) render engines inside archicad or fusion 360 anyways? Let's take Unity, Unreal, Vray, Corona, Redshift, Cycles, Octane, Fstorm, Arnold, Keyshot, Lumion, Maxwell - I believe all of them will render your materials physically correctly, although workflows and results will vary and you're gonna have to adapt to every render engine a little bit differentely (meaning results won't look exactly the same in all of them out of the box).
So what exactly makes or brakes "PBR" model(material)? Say a client asks for a model with two versions, one PBR and one not PBR. How it will affect the material you're making? For me - the only thing that changes is the software I'm rendering/setting up the material in (although textures remain the same).
Again, it's either that I am missing something here or PBR term really doesn't say/define much.
EDIT:
For now I see it like this - take one model and try rendering it in all of previously mentioned render engines (and try to get the same result), you're gonna HAVE to tweak the textures/materials in all of them to get some decently similar results. Then take some render engine that doesn't support PBR (like someone here mentioned Archicad's native renderer) - you're gonna have to tweak materials/textures too. Long story short - in ANY of render engines you won't get the same (good) result without some manual tweaking of the settings and/or textures. Even if you take two "PBR" engines, results and workflow will be different. And that's probably why it doesn't say much.
Shouldn't we all be more specific and mention the exact render engine instead? Until there's some "
true" PBR which makes same material look exactly the same in all of render engines, without any additional tweaking.
EDIT number two:
Let's take Megascans for example - I've seen lots of textures (albedo) where sRGB values goes well below 30-50 ("correct" PBR values for totally black color). Does this mean megascans models/materials are NOT PBR ready? And as far as I'm aware they say it's PBR, but that doesn't make sense then.
EDIT number three:
So what
exact criteria a render engine has to meet so it is considered PBR? And then the second part of the question - can you guys mention these render engines that are
not PBR?