A detailed look at the physical properties of the 3D Coat pipeline
Volodymyr Makovetskyi
What the talk is about
Volodymyr Makovetskyi talks about physically based rendering (PBR) and how its principles apply to 3D Coat. He lists the building blocks of PBR: global illumination, HDR image-based lighting, reflections of the real surroundings, and a linear workflow with gamma correction. He then walks through physically based shaders: the Disney model, diffuse roughness instead of classic Lambert, microfacet reflection, sheen for fabrics, a clearcoat layer, subsurface scattering and angle-dependent reflection. He argues that the metalness workflow cannot capture coloured highlights on fabric or feathers, and that metals are better defined by index of refraction. The second part is a tour of 3D Coat: voxel sculpting, drawing in the air, surface mode, smart materials, 3D reference placement, vector displacement and a comparison with ZBrush. Useful for 3D artists and anyone setting up materials.