Rendering Physically Based Bugs
I continued the work on the PBR rendering demo for my game engine jan-kelemen/niku. Although I thought most of the preparation work was already done, I guess it’s never enough for things like this.
Here is a complete diff between the state shown previously and as it is now. The video demonstrates a couple of scenes and assets shown previously. Illumination is done with point lights using linear attenuation.
I switched to using PBR Neutral tone mapping and real linear to sRGB conversion instead of Reinhard tone mapping and gamma correction. They look better, here is a nice comparison of various tone mapping functions.