PBR

Physically Based Rendering (PBR) is a computer graphics rendering technique that takes into account material properties of objects to mimic how light behaves in reality. A prominent example of this in WARFRAME is seen on metallic objects and surfaces which use PBR to mimic the harsh, reflective surfaces of metal when light bounces off them.
WARFRAME's Evolution Engine started using PBR in .
==Details==
Materials that have not gone under the PBR treatment will look more "dull" or "flat" compared to their PBR counterparts and will not be drastically affected by environmental lighting.
As of , for rendering skies and atmospheres like in Landscapes, the engine uses a Physically Based Atmospheric Model to model how light scatters throughout the atmosphere.Eric Bruneton, Fabrice Neyret. Precomputed Atmospheric Scattering. Computer Graphics Forum, Wiley, 2008, Special Issue: Proceedings of the 19th Eurographics Symposium on Rendering 2008, 27 (4), pp.1079-1086. ⟨10.1111/j.1467-8659.2008.01245.x⟩. ⟨inria-00288758⟩
==Media==
==Patch History==
==References==
==Further Reading==
*Physically based rendering on Wikipedia
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Category:Real-World References
Category:Mechanics
Category:Update 15
Category:Development